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Autor Beitrag
000
07.07.2009, 23:01
hasenzahn



Hallo,
ich mach jetzt schon ewig an dieser Map rum.
Ich mach eine aim Map von de_dolls.
Als ich die beta1 raus gebracht hab gab es noch etliche Verbesserungsvorschläge...
Also ich die anwendete war das ganze Licht so komisch hell mit ganz dunklem Schatten. Wie kann ich in meiner neuen Version den Schatten/Licht normal hinbekommen?
Das hinzugefügt Wasser funktioniert auch einfach nicht..hab alles genau nach einer Anleitung erstellt (das Wasser auf dem Boden/im Eimer soll ein Wasser vom Löschversuch darstellen).

Hier mal die normale Map (alte):

Code:
[Spoiler]materialPath: c:\program files\steam\steamapps\hasenzahn91\counter-strike source\cstrike\materials
Loading C:\Users\Yannick\Desktop\Map\Alte Map\aim_dollsb2.vmf
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (1025, -72, 293)
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...10
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (90.8, 1024.0, -476.0)
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 1052:

0...1...2...3...4...5...6...7...8...9...10
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (90.8, 1024.0, -476.0)
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 1052:

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\Yannick\Desktop\Map\Alte Map\aim_dollsb2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/de_cobble*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/de_cobblert"
Can't load skybox file skybox/de_cobble 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) (387835 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2411 texinfos to 1568
Reduced 138 texdatas to 117 (5250 bytes to 4556)
Writing C:\Users\Yannick\Desktop\Map\Alte Map\aim_dollsb2.bsp
6 seconds elapsed

4 threads
reading c:\users\yannick\desktop\map\alte map\aim_dollsb2.bsp
reading c:\users\yannick\desktop\map\alte map\aim_dollsb2.prt
2958 portalclusters
10848 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: 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: 469764 visible clusters (0.00%)
Total clusters visible: 7029615
Average clusters visible: 2376
Building PAS...
Average clusters audible: 2945
visdatasize:2117695 compressed from 2224416
writing c:\users\yannick\desktop\map\alte map\aim_dollsb2.bsp
10 seconds elapsed

[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\users\yannick\desktop\map\alte map\aim_dollsb2.bsp
7956 faces
3 degenerate faces
860997 square feet [123983608.00 square inches]
18 displacements
13512 square feet [1945802.13 square inches]
7953 patches before subdivision
92334 patches after subdivision
69 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 22054426, max 1974
transfer lists: 168.3 megs
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0...1...2...3...4...5...6...7...8...9...10 Bounce #27 added RGB(289, 15, 175)
0...1...2...3...4...5...6...7...8...9...10 Bounce #28 added RGB(242, 13, 146)
0...1...2...3...4...5...6...7...8...9...10 Bounce #29 added RGB(204, 10, 123)
0...1...2...3...4...5...6...7...8...9...10 Bounce #30 added RGB(173, 9, 104)
0...1...2...3...4...5...6...7...8...9...10 Bounce #31 added RGB(146, 7, 88)
0...1...2...3...4...5...6...7...8...9...10 Bounce #32 added RGB(125, 7, 75)
0...1...2...3...4...5...6...7...8...9...10 Bounce #33 added RGB(106, 5, 63)
0...1...2...3...4...5...6...7...8...9...10 Bounce #34 added RGB(91, 5, 54)
0...1...2...3...4...5...6...7...8...9...10 Bounce #35 added RGB(78, 4, 46)
0...1...2...3...4...5...6...7...8...9...10 Bounce #36 added RGB(67, 4, 40)
0...1...2...3...4...5...6...7...8...9...10 Bounce #37 added RGB(58, 3, 34)
0...1...2...3...4...5...6...7...8...9...10 Bounce #38 added RGB(50, 3, 29)
0...1...2...3...4...5...6...7...8...9...10 Bounce #39 added RGB(43, 2, 25)
0...1...2...3...4...5...6...7...8...9...10 Bounce #40 added RGB(37, 2, 22)
0...1...2...3...4...5...6...7...8...9...10 Bounce #41 added RGB(33, 2, 19)
0...1...2...3...4...5...6...7...8...9...10 Bounce #42 added RGB(28, 2, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #43 added RGB(25, 1, 14)
0...1...2...3...4...5...6...7...8...9...10 Bounce #44 added RGB(22, 1, 12)
0...1...2...3...4...5...6...7...8...9...10 Bounce #45 added RGB(19, 1, 11)
0...1...2...3...4...5...6...7...8...9...10 Bounce #46 added RGB(17, 1, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #47 added RGB(15, 1, 8)
0...1...2...3...4...5...6...7...8...9...10 Bounce #48 added RGB(13, 1, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #49 added RGB(12, 1, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #50 added RGB(10, 1, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #51 added RGB(9, 1, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #52 added RGB(8, 1, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #53 added RGB(7, 0, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #54 added RGB(6, 1, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #55 added RGB(6, 0, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #56 added RGB(5, 0, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #57 added RGB(5, 0, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #58 added RGB(4, 0, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #59 added RGB(4, 0, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #60 added RGB(4, 0, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #61 added RGB(3, 0, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #62 added RGB(3, 0, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #63 added RGB(3, 0, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #64 added RGB(3, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #65 added RGB(3, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #66 added RGB(2, 0, 1)

--


Dieser Beitrag wurde am 07.07.2009 um 23:04 von hasenzahn bearbeitet.
zum Seitenanfang zum Seitenende Profil || Suche
001
07.07.2009, 23:05
hasenzahn



0...1...2...3...4...5...6...7...8...9...10 Bounce #67 added RGB(2, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #68 added RGB(2, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #69 added RGB(2, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #70 added RGB(2, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #71 added RGB(2, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #72 added RGB(2, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #73 added RGB(2, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #74 added RGB(1, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #75 added RGB(1, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #76 added RGB(1, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #77 added RGB(1, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #78 added RGB(1, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #79 added RGB(1, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #80 added RGB(1, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #81 added RGB(1, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #82 added RGB(1, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0790 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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 19/1024 912/49152 ( 1.9%)
brushes 1000/8192 12000/98304 (12.2%)
brushsides 10152/65536 81216/524288 (15.5%)
planes 12194/65536 243880/1310720 (18.6%)
vertexes 17789/65536 213468/786432 (27.1%)
nodes 5221/65536 167072/2097152 ( 8.0%)
texinfos 1568/12288 112896/884736 (12.8%)
texdata 117/2048 3744/65536 ( 5.7%)
dispinfos 18/0 3168/0 ( 0.0%)
disp_verts 1202/0 24040/0 ( 0.0%)
disp_tris 1920/0 3840/0 ( 0.0%)
disp_lmsamples 34953/0 34953/0 ( 0.0%)
faces 7956/65536 445536/3670016 (12.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3640/65536 203840/3670016 ( 5.6%)
leaves 5241/65536 167712/2097152 ( 8.0%)
leaffaces 10009/65536 20018/131072 (15.3%)
leafbrushes 3291/65536 6582/131072 ( 5.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 52606/512000 210424/2048000 (10.3%)
edges 28764/256000 115056/1024000 (11.2%)
LDR worldlights 69/8192 6072/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 657/32768 6570/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10200/65536 20400/131072 (15.6%)
cubemapsamples 13/1024 208/16384 ( 1.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3393848/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2117695/16777216 (12.6%)
entdata [variable] 65552/393216 (16.7%)
LDR leaf ambient 5241/65536 125784/1572864 ( 8.0%)
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] 1/6096 ( 0.0%)
pakfile [variable] 158479/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 387835/4194304 ( 9.2%)
==== Total Win32 BSP file data space used: 8352818 bytes ====

Total triangle count: 22008
Writing c:\users\yannick\desktop\map\alte map\aim_dollsb2.bsp
2 minutes, 17 seconds elapsed
[/Spoiler]

Hier mal die neue Version:


Code:
[Spoiler]materialPath: c:\program files\steam\steamapps\hasenzahn91\counter-strike source\cstrike\materials
Loading C:\Users\Yannick\Desktop\Neuer Ordner (2)\aim_dolls_mit51.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_CONCRETEFLOOR, using default
material "atam/metal/nukevent" not found
Material not found!: ATAM/METAL/NUKEVENT
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (1025, -72, 293)
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity trigger_hurt (-52.42 115.55 -1713.80) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (90.8, 1024.0, -476.0)
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 1052:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (737.2, 138.8, -168.2)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_GRATE
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_GRATE
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_GRATE
Candidate brush IDs: Brush 36706:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 512 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/de_cobble*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/de_cobblert"
Can't load skybox file skybox/de_cobble 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 (1) (689222 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3142 texinfos to 2019
Reduced 168 texdatas to 144 (6695 bytes to 5922)
Writing C:\Users\Yannick\Desktop\Neuer Ordner (2)\aim_dolls_mit51.bsp
15 seconds elapsed

4 threads
reading c:\users\yannick\desktop\neuer ordner (2)\aim_dolls_mit51.bsp
reading c:\users\yannick\desktop\neuer ordner (2)\aim_dolls_mit51.prt
LoadPortals: couldn't read c:\users\yannick\desktop\neuer ordner (2)\aim_dolls_mit51.prt

[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\users\yannick\desktop\neuer ordner (2)\aim_dolls_mit51.bsp
No vis information, direct lighting only.
12766 faces
78 degenerate faces
549096 square feet [79069856.00 square inches]
19 displacements
13950 square feet [2008905.50 square inches]
72 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0364 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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 41/1024 1968/49152 ( 4.0%)
brushes 1858/8192 22296/98304 (22.7%)
brushsides 21147/65536 169176/524288 (32.3%)
planes 22600/65536 452000/1310720 (34.5%)
vertexes 20080/65536 240960/786432 (30.6%)
nodes 6702/65536 214464/2097152 (10.2%)
texinfos 2019/12288 145368/884736 (16.4%)
texdata 144/2048 4608/65536 ( 7.0%)
dispinfos 19/0 3344/0 ( 0.0%)
disp_verts 1227/0 24540/0 ( 0.0%)
disp_tris 1952/0 3904/0 ( 0.0%)
disp_lmsamples 36137/0 36137/0 ( 0.0%)
faces 12766/65536 714896/3670016 (19.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7527/65536 421512/3670016 (11.5%)
leaves 6744/65536 215808/2097152 (10.3%)
leaffaces 19036/65536 38072/131072 (29.0%)
leafbrushes 4878/65536 9756/131072 ( 7.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 98732/512000 394928/2048000 (19.3%)
edges 57645/256000 230580/1024000 (22.5%)
LDR worldlights 72/8192 6336/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1540/32768 15400/327680 ( 4.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 37305/65536 74610/131072 (56.9%)
cubemapsamples 13/1024 208/16384 ( 1.3%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 3606040/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 92597/393216 (23.5%)
LDR leaf ambient 6744/65536 161856/1572864 (10.3%)
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] 1/6824 ( 0.0%)
pakfile [variable] 164589/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 689222/4194304 (16.4%)
==== Total Win32 BSP file data space used: 8155553 bytes ====

Total triangle count: 42746
Writing c:\users\yannick\desktop\neuer ordner (2)\aim_dolls_mit51.bsp
47 seconds elapsed
[/Spoiler]

Was hab ich falsch gemacht?
ich möchte das Licht Verhältnis gleich wie in der alten Version.
PS: Wär auch super, wenn jemand den Fehler vom Wasser findet..

Hier hab ich die Maps mal hochgeladen (+Texturen):
[Spoiler]http://rapidshare.com/files/253167619/Map.rar[/Spoiler]

Also vielen Dank für jede Hilfe!
Mfg Hasenzahn11

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002
07.07.2009, 23:13
tolio



0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity trigger_hurt (-52.42 115.55 -1713.80) leaked!

Nicht den trigger löschen sondern: map-> load pointfile

diese rote linie zeigt dir an welcher stelle der trigger aus deiner map "heraus fällt"
Einfach das loch schließen und solbold du keine leaks mehr hast wird sich das mit der beleutung und dem licht wieder beheben;
Achso es könnte auch sein das du mehere löcher hast also wenn du das eine loch geschlossen hast und es immernoch schrecklich aussierht nochmal das ganze.

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