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Autor Beitrag
000
21.01.2009, 00:41
Greys



habe nach langen stunden arbeit meine map zuende gebracht und habe nun das problem das beim berechnen einige fehler auftreten die ich nicht beheben kann oder nicht weis wodran sie liegen .
z.B. The map overflows the max portal count ...
hir mal der gesamte log

** Executing...
** Command: "f:\spiele\steam\steamapps\revile\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "f:\spiele\steam\steamapps\revile\day of defeat source\dod" "F:\Spiele\Steam\steamapps\revile\sourcesdk_content\dod\Greys maps\normale maps\1\dod_Castel_made_by_Greys_v9"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: f:\spiele\steam\steamapps\revile\day of defeat source\dod\materials
Loading F:\Spiele\Steam\steamapps\revile\sourcesdk_content\dod\Greys maps\normale maps\1\dod_Castel_made_by_Greys_v9.vmf
Patching WVT material: maps/dod_castel_made_by_greys_v9/stone/blendcobbledirt001a_avalanche_wvt_patch
Patching WVT material: maps/dod_castel_made_by_greys_v9/stone/blendcobbledirt001a_argentan_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (24)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (14)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing F:\Spiele\Steam\steamapps\revile\sourcesdk_content\dod\Greys maps\normale maps\1\dod_Castel_made_by_Greys_v9.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (4) (1079559 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2922 texinfos to 2060
Reduced 30 texdatas to 25 (825 bytes to 617)
Writing F:\Spiele\Steam\steamapps\revile\sourcesdk_content\dod\Greys maps\normale maps\1\dod_Castel_made_by_Greys_v9.bsp
1 minute, 19 seconds elapsed

** Executing...
** Command: "f:\spiele\steam\steamapps\revile\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "f:\spiele\steam\steamapps\revile\day of defeat source\dod" "F:\Spiele\Steam\steamapps\revile\sourcesdk_content\dod\Greys maps\normale maps\1\dod_Castel_made_by_Greys_v9"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading f:\spiele\steam\steamapps\revile\sourcesdk_content\dod\greys maps\normale maps\1\dod_Castel_made_by_Greys_v9.bsp
reading f:\spiele\steam\steamapps\revile\sourcesdk_content\dod\greys maps\normale maps\1\dod_Castel_made_by_Greys_v9.prt
8345 portalclusters
37183 numportals
The map overflows the max portal count (37183 of max 32768)!

** Executing...
** Command: "f:\spiele\steam\steamapps\revile\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "f:\spiele\steam\steamapps\revile\day of defeat source\dod" "F:\Spiele\Steam\steamapps\revile\sourcesdk_content\dod\Greys maps\normale maps\1\dod_Castel_made_by_Greys_v9"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading f:\spiele\steam\steamapps\revile\sourcesdk_content\dod\greys maps\normale maps\1\dod_Castel_made_by_Greys_v9.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (9.56 seconds)
19344 faces
12 degenerate faces
1557449 square feet [224272768.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
80 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (80)
Build Patch/Sample Hash Table(s).....Done<0.0552 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (18)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (43)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 2409/8192 28908/98304 (29.4%)
brushsides 27469/65536 219752/524288 (41.9%)
planes 30460/65536 609200/1310720 (46.5%)
vertexes 33553/65536 402636/786432 (51.2%)
nodes 12584/65536 402688/2097152 (19.2%)
texinfos 2060/12288 148320/884736 (16.8%)
texdata 25/2048 800/65536 ( 1.2%)
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 19344/65536 1083264/3670016 (29.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11856/65536 663936/3670016 (18.1%)
leaves 12595/65536 403040/2097152 (19.2%)
leaffaces 22376/65536 44752/131072 (34.1%)
leafbrushes 6351/65536 12702/131072 ( 9.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 153260/512000 613040/2048000 (29.9%)
edges 86343/256000 345372/1024000 (33.7%)
LDR worldlights 80/8192 7040/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1868/32768 18680/327680 ( 5.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 32346/65536 64692/131072 (49.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 8716904/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 296310/393216 (75.4%)
LDR ambient table 12595/65536 50380/262144 (19.2%)
HDR ambient table 12595/65536 50380/262144 (19.2%)
LDR leaf ambient 43651/65536 1222228/1835008 (66.6%)
HDR leaf ambient 12595/65536 352660/1835008 (19.2%)
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] 1/36920 ( 0.0%)
pakfile [variable] 175044/0 ( 0.0%)
physics [variable] 1079559/4194304 (25.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 62246
Writing f:\spiele\steam\steamapps\revile\sourcesdk_content\dod\greys maps\normale maps\1\dod_Castel_made_by_Greys_v9.bsp
2 minutes, 32 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\Spiele\Steam\steamapps\revile\sourcesdk_content\dod\Greys maps\normale maps\1\dod_Castel_made_by_Greys_v9.bsp" "f:\spiele\steam\steamapps\revile\day of defeat source\dod\maps\dod_Castel_made_by_Greys_v9.bsp"

bitte um hilfe
MFG Greys

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001
21.01.2009, 01:26
Herr Freimann



Portal Overflow heißt, dass es zuviele Portale gibt -> die bsp enthält sehr viele Zerschneidungen -> Details zu func_detail machen, vis-Artikel durchlesen, Visblocker einbauen.

Screenshots wären hilfreich, wenn du konkrete Tipps brauchst.

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002
21.01.2009, 13:57
Greys



thx der tipp mit den func_detail hat mir sehr geholfen.
hatt das ganz vergessen aber wo du das geschriben hast is es wieder gekommen.

MFG Greys

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