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nein hab ich nicht, es tritt ja überall auf der map auf, auch in räumen, die bis jetzt nur dev-texturen haben....
....hier der log
** Executing... ** Command: "c:\program files\steam\steamapps\madddoxx\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\aurora" "C:\aurora_chapter1"
Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\SourceMods\aurora\materials Loading C:\aurora_chapter1.vmf Patching WVT material: maps/aurora_chapter1/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) Processing areas...done (0) Building Faces...done (0) Chop Details...done (1) Find Visible Detail Sides... Merged 12 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\aurora_chapter1.prt...Building visibility clusters... done (2) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. 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 (1) (75447 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 612 texinfos to 214 Reduced 36 texdatas to 27 (1157 bytes to 854) Writing C:\aurora_chapter1.bsp 18 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\madddoxx\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\aurora" "C:\aurora_chapter1"
Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\aurora_chapter1.bsp reading c:\aurora_chapter1.prt 153 portalclusters 448 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (4) Optimized: 4 visible clusters (0.00%) Total clusters visible: 18877 Average clusters visible: 123 Building PAS... Average clusters audible: 153 visdatasize:7387 compressed from 7344 writing c:\aurora_chapter1.bsp 10 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\madddoxx\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\aurora" "C:\aurora_chapter1"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\aurora_chapter1.bsp Setting up ray-trace acceleration structure... Done (0.47 seconds) 695 faces 8746 square feet [1259480.88 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 695 patches before subdivision 2053 patches after subdivision 9 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4) transfers 196134, max 336 transfer lists: 1.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3) Bounce #1 added RGB(2897, 610, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #2 added RGB(892, 88, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3) Bounce #3 added RGB(306, 14, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #4 added RGB(101, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3) Bounce #5 added RGB(35, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #6 added RGB(12, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3) Bounce #7 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #8 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3) Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0014 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5) FinalLightFace Done 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 9/1024 432/49152 ( 0.9%) brushes 223/8192 2676/98304 ( 2.7%) brushsides 1767/65536 14136/524288 ( 2.7%) planes 1038/65536 20760/1310720 ( 1.6%) vertexes 1145/65536 13740/786432 ( 1.7%) nodes 484/65536 15488/2097152 ( 0.7%) texinfos 214/12288 15408/884736 ( 1.7%) texdata 27/2048 864/65536 ( 1.3%) 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 695/65536 38920/3670016 ( 1.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 458/65536 25648/3670016 ( 0.7%) leaves 494/65536 15808/2097152 ( 0.8%) leaffaces 786/65536 1572/131072 ( 1.2%) leafbrushes 418/65536 836/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 4985/512000 19940/2048000 ( 1.0%) edges 2878/256000 11512/1024000 ( 1.1%) LDR worldlights 9/8192 792/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 25/32768 250/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 498/65536 996/131072 ( 0.8%) cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 4/512 1408/180224 ( 0.8%) LDR lightdata [variable] 183848/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 7387/16777216 ( 0.0%) entdata [variable] 20446/393216 ( 5.2%) LDR ambient table 494/65536 1976/262144 ( 0.8%) HDR ambient table 494/65536 1976/262144 ( 0.8%) LDR leaf ambient 841/65536 23548/1835008 ( 1.3%) HDR leaf ambient 494/65536 13832/1835008 ( 0.8%) 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] 1/4336 ( 0.0%) pakfile [variable] 320163/0 ( 0.0%) physics [variable] 75447/4194304 ( 1.8%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1792 Writing c:\aurora_chapter1.bsp 48 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\aurora_chapter1.bsp" "c:\program files\steam\steamapps\SourceMods\aurora\maps\aurora_chapter1.bsp"
** Executing... ** Command: c:\program files\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\SourceMods\aurora" +map "aurora_chapter1"
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"...um das ganze mal zu 'nem Ende zu bringen: um programmieren zu können, muss man ein gewisses Maß an Logik besitzen und Gärtner können kein C++!"
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