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Autor Beitrag
000
22.12.2008, 19:16
Sumkindamonster



Hallo erstmal ,
Also ich hab in meiner map ein paar Bäume und Zäune aus Militia
eingebaut , aber ingame erscheint nur das EROR Model.
Woran kann das liegen oO ?

MFG Sumkindamonster

** Executing...
** Command: "c:\games\steam\steamapps\razain\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\games\steam\steamapps\razain\counter-strike source\cstrike" "C:\Games\Steam\SteamApps\razain\sourcesdk_content\cstrike\mapsrc\atlanis"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\games\steam\steamapps\razain\counter-strike source\cstrike\materials
Loading C:\Games\Steam\SteamApps\razain\sourcesdk_content\cstrike\mapsrc\atlanis.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...Brush 169563: WARNING, microbrush
5...Brush 169482: WARNING, microbrush
6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...Brush 169563: WARNING, microbrush
5...Brush 169482: WARNING, microbrush
6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 674 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Games\Steam\SteamApps\razain\sourcesdk_content\cstrike\mapsrc\atlanis.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 31 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (580219 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! detail_prop using model "models/props/cs_militia/militiawindow02_breakable.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_militia/militiawindow02_breakable.mdl"!
Error! To use model "models/ichthyosaur.mdl"
with detail_prop, it must be compiled with $staticprop!
Error loading studio model "models/ichthyosaur.mdl"!
10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 658 texinfos to 504
Reduced 75 texdatas to 62 (2068 bytes to 1480)
Writing C:\Games\Steam\SteamApps\razain\sourcesdk_content\cstrike\mapsrc\atlanis.bsp
11 seconds elapsed

** Executing...
** Command: "c:\games\steam\steamapps\razain\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\games\steam\steamapps\razain\counter-strike source\cstrike" -fast "C:\Games\Steam\SteamApps\razain\sourcesdk_content\cstrike\mapsrc\atlanis"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
4 threads
reading c:\games\steam\steamapps\razain\sourcesdk_content\cstrike\mapsrc\atlanis.bsp
reading c:\games\steam\steamapps\razain\sourcesdk_content\cstrike\mapsrc\atlanis.prt
4182 portalclusters
14371 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (12)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 856929 visible clusters (0.00%)
Total clusters visible: 8843986
Average clusters visible: 2114
Building PAS...
Average clusters audible: 4110
visdatasize:3597929 compressed from 4416192
writing c:\games\steam\steamapps\razain\sourcesdk_content\cstrike\mapsrc\atlanis.bsp
14 seconds elapsed

** Executing...
** Command: "c:\games\steam\steamapps\razain\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\games\steam\steamapps\razain\counter-strike source\cstrike" "C:\Games\Steam\SteamApps\razain\sourcesdk_content\cstrike\mapsrc\atlanis"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\games\steam\steamapps\razain\sourcesdk\bin\ep1\bin\lights.rad.
Loading c:\games\steam\steamapps\razain\sourcesdk_content\cstrike\mapsrc\atlanis.bsp
14103 faces
66 degenerate faces
3385717 square feet [487543296.00 square inches]
339 displacements
442529 square feet [63724180.00 square inches]
14037 patches before subdivision
zero area child patch
128942 patches after subdivision
230 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (182)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (80)
transfers 23464360, max 1799
transfer lists: 179.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(119541, 153942, 149714)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(14048, 12285, 9686)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(2907, 1629, 1257)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(839, 361, 329)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(262, 104, 133)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(91, 42, 75)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(37, 22, 50)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(18, 15, 36)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(11, 12, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(8, 9, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(6, 8, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(5, 7, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(5, 6, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(4, 5, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4, 4, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(3, 4, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(3, 3, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(3, 3, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(2, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #20 added RGB(2, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #22 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #23 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #24 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #25 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #26 added RGB(1, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #27 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #29 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #30 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #31 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #32 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #33 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0931 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 30/1024 1440/49152 ( 2.9%)
brushes 1295/8192 15540/98304 (15.8%)
brushsides 18192/65536 145536/524288 (27.8%)
planes 25992/65536 519840/1310720 (39.7%)
vertexes 26692/65536 320304/786432 (40.7%)
nodes 7975/65536 255200/2097152 (12.2%)
texinfos 504/12288 36288/884736 ( 4.1%)
texdata 62/2048 1984/65536 ( 3.0%)
dispinfos 339/0 59664/0 ( 0.0%)
disp_verts 96723/0 1934460/0 ( 0.0%)
disp_tris 171264/0 342528/0 ( 0.0%)
disp_lmsamples 433743/0 433743/0 ( 0.0%)
faces 14103/65536 789768/3670016 (21.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6275/65536 351400/3670016 ( 9.6%)
leaves 8006/65536 256192/2097152 (12.2%)
leaffaces 15625/65536 31250/131072 (23.8%)
leafbrushes 5505/65536 11010/131072 ( 8.4%)
areas 4/256 32/2048 ( 1.6%)
surfedges 94829/512000 379316/2048000 (18.5%)
edges 51490/256000 205960/1024000 (20.1%)
LDR worldlights 230/8192 20240/720896 ( 2.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1434/32768 14340/327680 ( 4.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 21861/65536 43722/131072 (33.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7146988/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3597929/16777216 (21.4%)
entdata [variable] 61808/393216 (15.7%)
LDR leaf ambient 8006/65536 192144/1572864 (12.2%)
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] 1/1068624 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/1624 ( 0.1%)
pakfile [variable] 23846/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 580219/4194304 (13.8%)
==== Total Win32 BSP file data space used: 17772695 bytes ====

Total triangle count: 40365
Writing c:\games\steam\steamapps\razain\sourcesdk_content\cstrike\mapsrc\atlanis.bsp
5 minutes, 31 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Games\Steam\SteamApps\razain\sourcesdk_content\cstrike\mapsrc\atlanis.bsp" "c:\games\steam\steamapps\razain\counter-strike source\cstrike\maps\atlanis.bsp"

--

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001
22.12.2008, 19:53
Hightower



Hi,

du hast da einige Fehler in deinem Compilelog. Vielleicht solltest du die erst mal fixen. Am besten mal hier die Suchfunktion benutzen oder Google fragen.

Fehler 1:

ProcessBlock_Thread: 0...1...2...3...4...Brush 169563: WARNING, microbrush
5...Brush 169482: WARNING, microbrush
6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...Brush 169563: WARNING, microbrush
5...Brush 169482: WARNING, microbrush
6...7...8...9...10 (2)
Processing areas...done (0)

Fehler 2:

Building Faces...error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

Fehler 3:

Found a displacement edge abutting multiple other edges.
Warning: overflowed 31 displacement corner-neighbor lists.Finding lightmap sample positions...

Fehler 4:

Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! detail_prop using model "models/props/cs_militia/militiawindow02_breakable.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_militia/militiawindow02_breakable.mdl"!

Fehler 5:

Error! To use model "models/ichthyosaur.mdl"
with detail_prop, it must be compiled with $staticprop!
Error loading studio model "models/ichthyosaur.mdl"!
10

Fehler 6:

Water found with no water_lod_control entity, creating a default one.

Fehler 7:

WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster

Fehler 8:

Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\games\steam\steamapps\razain\sourcesdk\bin\ep1\bin\lights.rad.

MFG

Hightower

:-)

--

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002
22.12.2008, 20:35
Sumkindamonster



Thx für die schnelle antwort ,Fehler 4 ist mein Problem .
Weisst du wie ich das behebe?

Ich mach mich solang mal dran die anderen fehler zu beheben^^.

--

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003
22.12.2008, 20:47
igromanru



Zitat:
Sumkindamonster postete
Thx für die schnelle antwort ,Fehler 4 ist mein Problem .
Weisst du wie ich das behebe?

Ich mach mich solang mal dran die anderen fehler zu beheben^^.

Bei Fehler 4 muss du einfach aus prop_physics machen.
Also einfach umändern dabei bleibt die Model, musst du nichts neu suchen. Wenn du willst das es wie static still steht, muss du einfach bei Flags "Motion Disabled" einhacken.

Bei jede Model kann man sehen für was sie bestimmt ist:
z.B.: http://s10b.directupload.net/file/u/17138/vmbcxt85_jpg.htm
Man kann es als static und dynamic benutzen.

Achting! Bei manchen Models steht static und physic aber wenn man static wählt sagt der compiler trotzdem das es physic oder dynamic sein muss. Da muss man aufpassen sonst wird es in man nicht angezeigt.

--


Dieser Beitrag wurde am 22.12.2008 um 20:48 von igromanru bearbeitet.
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