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07.07.2009, 23:01
hasenzahn
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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 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(364229, 287253, 339105) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(234833, 157229, 209791) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(161901, 92951, 139535) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(112055, 55243, 93427) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(79497, 33754, 64167) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(56631, 20779, 44328) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added 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Dieser Beitrag wurde am 07.07.2009 um 23:04 von hasenzahn bearbeitet.
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