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Autor Beitrag
000
10.05.2009, 18:43
redfoxredi



Hallo erstmal,

hab folgendes Problem, und zwar sind einige meiner Models nach dem Compilieren, nun wie soll man sagen, es sieht aus als wären sie mit Schnee belegt, nicht sehr schön jedenfalls:


http://www.bilder-hochladen.net/files/axat-1-gif.html

Hier z.b. ein prop_static

Ich weiß nun leider nicht woran es liegt.

Hier mal ein Compilelog:

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\redfoxredi\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\redfoxredi\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\redfoxredi\sourcesdk_content\cstrike\mapsrc\AAbunker"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\redfoxredi\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\SteamApps\redfoxredi\sourcesdk_content\cstrike\mapsrc\AAbunker.vmf
fixing up env_cubemap materials on brush sides...
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...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\redfoxredi\sourcesdk_content\cstrike\mapsrc\AAbunker.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/assault*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/assaultrt"
Can't load skybox file skybox/assault 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) (630475 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2960 texinfos to 1363
Reduced 111 texdatas to 81 (3894 bytes to 2906)
Writing C:\Program Files (x86)\Steam\SteamApps\redfoxredi\sourcesdk_content\cstrike\mapsrc\AAbunker.bsp
4 seconds elapsed
-0.223855 0.546179 0.000000
-1.341023 0.546179 0.000000
-0.956488 0.546179 0.000000
-0.223855 0.576341 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\redfoxredi\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\redfoxredi\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\redfoxredi\sourcesdk_content\cstrike\mapsrc\AAbunker"

Valve Software - vvis.exe (Nov 8 2007)
4 threads
reading c:\program files (x86)\steam\steamapps\redfoxredi\sourcesdk_content\cstrike\mapsrc\AAbunker.bsp
reading c:\program files (x86)\steam\steamapps\redfoxredi\sourcesdk_content\cstrike\mapsrc\AAbunker.prt
534 portalclusters
1189 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 (5)
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: 261 visible clusters (0.00%)
Total clusters visible: 74433
Average clusters visible: 139
Building PAS...
Average clusters audible: 270
visdatasize:47938 compressed from 76896
writing c:\program files (x86)\steam\steamapps\redfoxredi\sourcesdk_content\cstrike\mapsrc\AAbunker.bsp
5 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\redfoxredi\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\redfoxredi\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\redfoxredi\sourcesdk_content\cstrike\mapsrc\AAbunker"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\redfoxredi\sourcesdk_content\cstrike\mapsrc\AAbunker.bsp
4011 faces
16 degenerate faces
116998 square feet [16847752.00 square inches]
0 displacements
0 square feet [0.00 square inches]
3995 patches before subdivision
23643 patches after subdivision
98 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 3424193, max 622
transfer lists: 26.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(15585, 15251, 12349)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2536, 2434, 1752)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(476, 456, 316)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(112, 109, 76)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(29, 29, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(8, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0102 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace 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 23/1024 1104/49152 ( 2.2%)
brushes 2069/8192 24828/98304 (25.3%)
brushsides 15535/65536 124280/524288 (23.7%)
planes 3970/65536 79400/1310720 ( 6.1%)
vertexes 6655/65536 79860/786432 (10.2%)
nodes 1916/65536 61312/2097152 ( 2.9%)
texinfos 1363/12288 98136/884736 (11.1%)
texdata 81/2048 2592/65536 ( 4.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4011/65536 224616/3670016 ( 6.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2545/65536 142520/3670016 ( 3.9%)
leaves 1940/65536 62080/2097152 ( 3.0%)
leaffaces 4479/65536 8958/131072 ( 6.8%)
leafbrushes 5907/65536 11814/131072 ( 9.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 27652/512000 110608/2048000 ( 5.4%)
edges 15986/256000 63944/1024000 ( 6.2%)
LDR worldlights 98/8192 8624/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 234/32768 2340/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3456/65536 6912/131072 ( 5.3%)
cubemapsamples 18/1024 288/16384 ( 1.8%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 1357860/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 47938/16777216 ( 0.3%)
entdata [variable] 69959/393216 (17.8%)
LDR leaf ambient 1940/65536 46560/1572864 ( 3.0%)
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] 1/18250 ( 0.0%)
pakfile [variable] 115462/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 630475/4194304 (15.0%)
==== Total Win32 BSP file data space used: 3382840 bytes ====

Total triangle count: 9666
Writing c:\program files (x86)\steam\steamapps\redfoxredi\sourcesdk_content\cstrike\mapsrc\AAbunker.bsp
18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\redfoxredi\sourcesdk_content\cstrike\mapsrc\AAbunker.bsp" "c:\program files (x86)\steam\steamapps\redfoxredi\counter-strike source\cstrike\maps\AAbunker.bsp"

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\redfoxredi\counter-strike source\hl2.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\redfoxredi\counter-strike source\cstrike" -console +map "AAbunker"

--


Dieser Beitrag wurde am 10.05.2009 um 18:45 von redfoxredi bearbeitet.
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001
10.05.2009, 19:38
Agamemnon-Hellmapper



"env_cubemap"s oder "Buildcubemaps" vergessen.

--

Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
b) um sie einem besonders unkooperativen User über den Schädel zu ziehen.
- bloggt jetzt auch selbst auf Sclavia.de

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002
10.05.2009, 21:23
redfoxredi



Hab ich mir auch schon gedacht...
Wenn ich buildcubemaps eingebe passiert das hier in der Console, ist das normal?

] buildcubemaps
bounce: 1/1 sample: 1/18
bounce: 1/1 sample: 2/18
bounce: 1/1 sample: 3/18
bounce: 1/1 sample: 4/18
bounce: 1/1 sample: 5/18
bounce: 1/1 sample: 6/18
bounce: 1/1 sample: 7/18
bounce: 1/1 sample: 8/18
bounce: 1/1 sample: 9/18
bounce: 1/1 sample: 10/18
bounce: 1/1 sample: 11/18
bounce: 1/1 sample: 12/18
bounce: 1/1 sample: 13/18
bounce: 1/1 sample: 14/18
bounce: 1/1 sample: 15/18
bounce: 1/1 sample: 16/18
bounce: 1/1 sample: 17/18
bounce: 1/1 sample: 18/18
Creating default cubemaps for env_cubemap using skybox assault...

--

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003
10.05.2009, 21:33
m_iace



http://flow.computer-dc.de/analyzer.php
http://www.thewall.de/content/half-life_2:fehler_probleme
make_triangles:calc_triangle_representation: Cannot convert
WARNING: Cluster portals saw into cluster
Degenerate Faces

--

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004
10.05.2009, 21:43
redfoxredi



Jepp ich weiß danke.

Aber daran lags nicht. Agamemnon-Hellmapper hatte recht ich hatte die cubemaps nicht richtig gemacht. War aber seltsam, ich musste, nachdem ich die cubemaps berechnet hab (also mit buildcubmaps), erst die Verbindung zum Server trennen im Menü und dann per console die map laden, ansonsten hats nicht funktioniert.

THX

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Dieser Beitrag wurde am 10.05.2009 um 21:44 von redfoxredi bearbeitet.
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005
11.05.2009, 15:22
PotKinRot



Das man die Map neu laden muss, um gerade erstellte Cubemaps zu sehen, ist normal (bei CS:S).

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006
14.05.2009, 19:17
Kloetengott



ein mat_reloadallmaterials tuts auch

--

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