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Hi. Also ich fange erstmal mit den Props an. Ich habe in der details.vbsp die richtige detail-group eingetragen, die prop_detail werden auch generiert, allerdings nur auf normalen Brushes, auf einem displacement mit dem gleichen material sind überhaupt keine. Was muss man tun damit es auf beiden funktioniert?
Dazu hätte ich dann noch ne Frage...ist die generierung wirklich zufällig oder haben andere Objekte (brushes, prop_statics) Einfluss auf die Verteilung? Mir ist nämlich aufgefallen, dass die props ziemlich ungleichmäßig verteilt sind. An einer Stelle wo ein Baum steht sind weit und breit gar keine, auf Flächen wo sonst nichts ist unverhältnismäßig viele.
Nun zum Licht. Bisher habe ich kaum Lichtquellen auf meiner Map. Einmal light_environment und noch ein light zum testen. Ich dachte für normale Räume mit 2-3 Fenstern würde das reichen, also so, dass die Räume relativ hell und alles gut sichtbar ist. Leider sind sie ziemlich dunkel. Nun hab ich noch keine Cubemaps gesetzt (weiss nicht ob es daran liegt), aber falls es korrekt so ist, wie kann ich so einen Raum mit Fenstern eine realistische helligkeit verpassen? Außerdem ändern einige Texturen ihre helligkeit, je nachdem ob man im Licht steht oder im Schatten, wie kann man das beheben? Das gleiche Problem bei einer Glasscheibe, die ist je nachdem wo man steht normal oder komplett unsichtbar?
Ich hoffe es war nicht zuviel Text und mir kann jemand helfen ;)
Hier nochmal der Compile-Log:
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\e-mail@mail.de\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\e-mail@mail.de\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\e-mail@mail.de\sourcesdk_content\cstrike\mapsrc\4test"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files (x86)\steam\steamapps\e-mail@mail.de\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\SteamApps\e-mail@mail.de\sourcesdk_content\cstrike\mapsrc\4test.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) Chop Details...done (0) Find Visible Detail Sides... Merged 628 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\SteamApps\e-mail@mail.de\sourcesdk_content\cstrike\mapsrc\4test.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day02_05*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day02_05rt" Can't load skybox file skybox/sky_day02_05 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) (303074 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 605 texinfos to 391 Reduced 35 texdatas to 31 (865 bytes to 741) Writing C:\Program Files (x86)\Steam\SteamApps\e-mail@mail.de\sourcesdk_content\cstrike\mapsrc\4test.bsp 2 seconds elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\e-mail@mail.de\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\e-mail@mail.de\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\e-mail@mail.de\sourcesdk_content\cstrike\mapsrc\4test"
Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\program files (x86)\steam\steamapps\e-mail@mail.de\sourcesdk_content\cstrike\mapsrc\4test.bsp reading c:\program files (x86)\steam\steamapps\e-mail@mail.de\sourcesdk_content\cstrike\mapsrc\4test.prt 562 portalclusters 1863 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 (233) 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: 1621 visible clusters (0.00%) Total clusters visible: 137033 Average clusters visible: 243 Building PAS... Average clusters audible: 556 visdatasize:77892 compressed from 80928 writing c:\program files (x86)\steam\steamapps\e-mail@mail.de\sourcesdk_content\cstrike\mapsrc\4test.bsp 3 minutes, 53 seconds elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\e-mail@mail.de\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\e-mail@mail.de\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\e-mail@mail.de\sourcesdk_content\cstrike\mapsrc\4test"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\e-mail@mail.de\sourcesdk_content\cstrike\mapsrc\4test.bsp 3928 faces 4 degenerate faces 429630 square feet [61866836.00 square inches] 18 displacements 44267 square feet [6374535.00 square inches] 3924 patches before subdivision 22889 patches after subdivision 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (37) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (17) transfers 2088794, max 639 transfer lists: 15.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(153549, 146412, 131187) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(24805, 21336, 16512) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(5088, 4083, 2832) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(1088, 820, 502) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(258, 186, 103) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(62, 43, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(16, 11, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(4, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0157 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 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 7/1024 336/49152 ( 0.7%) brushes 761/8192 9132/98304 ( 9.3%) brushsides 7689/65536 61512/524288 (11.7%) planes 6672/65536 133440/1310720 (10.2%) vertexes 7395/65536 88740/786432 (11.3%) nodes 1140/65536 36480/2097152 ( 1.7%) texinfos 391/12288 28152/884736 ( 3.2%) texdata 31/2048 992/65536 ( 1.5%) dispinfos 18/0 3168/0 ( 0.0%) disp_verts 2706/0 54120/0 ( 0.0%) disp_tris 4608/0 9216/0 ( 0.0%) disp_lmsamples 33826/0 33826/0 ( 0.0%) faces 3928/65536 219968/3670016 ( 6.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2947/65536 165032/3670016 ( 4.5%) leaves 1148/65536 36736/2097152 ( 1.8%) leaffaces 4578/65536 9156/131072 ( 7.0%) leafbrushes 1306/65536 2612/131072 ( 2.0%) areas 2/256 16/2048 ( 0.8%) surfedges 31846/512000 127384/2048000 ( 6.2%) edges 18537/256000 74148/1024000 ( 7.2%) LDR worldlights 3/8192 264/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 288/32768 2880/327680 ( 0.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5883/65536 11766/131072 ( 9.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1347120/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 77892/16777216 ( 0.5%) entdata [variable] 15309/393216 ( 3.9%) LDR leaf ambient 1148/65536 27552/1572864 ( 1.8%) 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] 1/13824 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/2134 ( 0.0%) pakfile [variable] 20833/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 303074/4194304 ( 7.2%) ==== Total Win32 BSP file data space used: 2900860 bytes ====
Total triangle count: 11635 Writing c:\program files (x86)\steam\steamapps\e-mail@mail.de\sourcesdk_content\cstrike\mapsrc\4test.bsp 57 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\e-mail@mail.de\sourcesdk_content\cstrike\mapsrc\4test.bsp" "c:\program files (x86)\steam\steamapps\e-mail@mail.de\counter-strike source\cstrike\maps\4test.bsp"
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Dieser Beitrag wurde am 08.05.2009 um 16:14 von tut_nix bearbeitet.
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