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Edit2: hab nun eine Lösung gefunden. L4d2 scheint für das Rendern von Wasser im Spiel zusätzliche entities zu benötigen. Das laden eines "environment-sets" und copy paste in meine map hat letztendlich das Wasser sichtbar gemacht. Also thread schliessen bitte^^
Hallo, entschuldigt erstmal meinen Thread über Wasser. Ich kann verstehen wenn das hier keiner mehr hören will. Mein Problem ist, dass ich das Wasser im Spiel zwar hören kann, von ihm ausgebremst werde und die einschüsse Spritzen, aber es nicht sehen kann.
Um euch als ein wenig entgegen zu kommen:
Keine leaks, env_cubemap ist vorhanden und dem richtigen "face" zugewiesen. water_lod_controll ist ebenfalls vorhanden. Die Map wird von einer Skybox umgeben (da zumindest laut dem "valve developer wiki" manche wasser-texturen eine Skybox brauchen).
Das Wasser ("no-draw block" mit wassertextur auf oberen(wagerechten) face) ist von den Seiten sowie dem Boden umschlossen und ist aus Testzwecken momentan nur ein kleiner, viereckiger Block. Hab die Map u.a. auch zu einer cs:s map abgeändert(entities getauscht/geloescht) und dort lief es ohne Probleme.
Ich hoffe mir kann einer Helfen, ich spiele schon seit Jahren ab und an mit hammer herum und habe mich endlich entschlossen meine eigene Map zu erstellen und nun scheiter ich an einfachem Wasser^^.
Anbei noch der "compile-log":
------------------------------------------------------------------------------- Running command: cd "d:\_games\steam\steamapps\common\left 4 dead 2\bin" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "d:\_games\steam\steamapps\common\left 4 dead 2\bin\vbsp.exe" - game "d:\_games\steam\steamapps\common\left 4 dead 2\left4dead2" "D:\_games\stea m\steamapps\common\left 4 dead 2\sdk_content\mapsrc\swamp" -------------------------------------------------------------------------------
Valve Software - vbsp.exe (Jan 7 2010) 2 threads materialPath: d:\_games\steam\steamapps\common\left 4 dead 2\left4dead2\material s Loading D:\_games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\swamp. vmf Can't find surfaceprop stone for material STONE/STONE_EXT_06, using default Patching WVT material: maps/swamp/nature/blendswampmudroots01_wvt_patch 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\_games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\swamp. prt...Building visibility clusters... done (0) 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) (5188 bytes) Cannot build Physics2 data ----------- DataLinker total stream size 0.0 KiB Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 99 texinfos to 41 Reduced 11 texdatas to 8 (319 bytes to 195) Writing D:\_games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\swamp. bsp 1 second elapsed
------------------------------------------------------------------------------- Running command: cd "d:\_games\steam\steamapps\common\left 4 dead 2\bin" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "d:\_games\steam\steamapps\common\left 4 dead 2\bin\vvis.exe" - game "d:\_games\steam\steamapps\common\left 4 dead 2\left4dead2" "D:\_games\stea m\steamapps\common\left 4 dead 2\sdk_content\mapsrc\swamp" -------------------------------------------------------------------------------
Valve Software - vvis.exe (Nov 10 2009) 2 threads reading d:\_games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\swamp. bsp max farz in all env_fog_controller entities: -1.000000 (used for radial vis) reading d:\_games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\swamp. prt 54 portalclusters 166 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 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 2792 Average clusters visible: 51 Building PAS... Average clusters audible: 54 visdatasize:1192 compressed from 864 writing d:\_games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\swamp. bsp 0 seconds elapsed
------------------------------------------------------------------------------- Running command: cd "d:\_games\steam\steamapps\common\left 4 dead 2\bin" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "d:\_games\steam\steamapps\common\left 4 dead 2\bin\vrad.exe" -game "d:\_games\steam\steamapps\common\left 4 dead 2\left4dead2" "D:\_games\ste am\steamapps\common\left 4 dead 2\sdk_content\mapsrc\swamp" -------------------------------------------------------------------------------
Valve Software - vrad.exe SSE (Nov 10 2009)
Valve Radiosity Simulator 2 threads ***VPK: FastFindFile Attempting to use full path with VPK file! File: d:\_games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\ swamp.rad [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading d:\_games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\swamp. bsp Setting up ray-trace acceleration structure... Done (1.03 seconds) 282 faces 532984 square feet [76749736.00 square inches] 160 Displacements 17475 Square Feet [2516455.25 Square Inches] 282 patches before subdivision 2380 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 12757, max 96 transfer lists: 0.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(579, 536, 461) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(80, 72, 57) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(17, 15, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(4, 4, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0034 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 13/8192 156/98304 ( 0.2%) brushsides 81/65536 648/524288 ( 0.1%) planes 132/65536 2640/1310720 ( 0.2%) vertexes 352/65536 4224/786432 ( 0.5%) nodes 139/65536 4448/2097152 ( 0.2%) texinfos 41/12288 2952/884736 ( 0.3%) texdata 8/2048 256/65536 ( 0.4%) dispinfos 160/0 28160/0 ( 0.0%) disp_verts 12960/0 259200/0 ( 0.0%) disp_tris 20480/0 40960/0 ( 0.0%) disp_lmsamples 64000/0 64000/0 ( 0.0%) faces 282/65536 15792/3670016 ( 0.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 196/65536 10976/3670016 ( 0.3%) leaves 141/65536 4512/2097152 ( 0.2%) leaffaces 134/65536 268/131072 ( 0.2%) leafbrushes 71/65536 142/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 1932/512000 7728/2048000 ( 0.4%) edges 1077/256000 4308/1024000 ( 0.4%) LDR worldlights 2/8192 200/819200 ( 0.0%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1/32768 10/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 24/65536 48/131072 ( 0.0%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 287204/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1192/16777216 ( 0.0%) entdata [variable] 787/393216 ( 0.2%) LDR ambient table 141/65536 564/262144 ( 0.2%) HDR ambient table 141/65536 564/262144 ( 0.2%) LDR leaf ambient 554/65536 15512/1835008 ( 0.8%) HDR leaf ambient 141/65536 3948/1835008 ( 0.2%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) Prop Hull Verts 0/0 0/0 ( 0.0%) Prop Hull Blob 0/0 0/0 ( 0.0%) Prop Hull Lists 0/0 0/0 ( 0.0%) Prop Hulls 0/0 0/0 ( 0.0%) Prop Hull trilist 0/0 0/0 ( 0.0%) detail props [variable] 1/54716 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/698 ( 0.1%) pakfile [variable] 174464/0 ( 0.0%) physics [variable] 5188/4194304 ( 0.1%) physics terrain [variable] 54920/1048576 ( 5.2%)
Level flags = 0
Total triangle count: 584 Writing d:\_games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\swamp. bsp 7 seconds elapsed
------------------------------------------------------------------------------- Running command: copy "D:\_games\steam\steamapps\common\left 4 dead 2\sdk_conten t\mapsrc\swamp.bsp" "d:\_games\steam\steamapps\common\left 4 dead 2\left4dead2\m aps\swamp.bsp" -------------------------------------------------------------------------------
Finished. Press a key to close.
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Dieser Beitrag wurde am 27.02.2010 um 15:15 von schafoO bearbeitet.
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