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Autor Beitrag
000
03.06.2009, 14:47
Blitzmerker



Ich hab eine ctf Karte gebastelt.
Am Anfang hat alle wunderbar funktioniert, aber seit kurzem kann ich ingame die Flagge (oder der Koffer) nicht mehr aufheben, egal welches Team die Flagge oder ich habe.

Ich hab auch alle (relevante) Entities entfernt/geprüft/neu eingefügt.
Log:

Zitat:
** Executing...
** Command: "...vbsp.exe"
** Parameters: -game "...\team fortress 2\tf" "..."

Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: ...\team fortress 2\tf\materials
Loading D:\Programme\Steam\steamapps\hlf_blitzmerker\sourcesdk_content\tf\mapsrc\ctf_test.vmf
Patching WVT material: maps/ctf_test/ctf_test/blendgraveldirt001a_wvt_patch
Patching WVT material: maps/ctf_test/ctf_test/blendgrassdirt001a_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 378 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Programme\Steam\steamapps\hlf_blitzmerker\sourcesdk_content\tf\mapsrc\ctf_test.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/train_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/train_hdr*.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) (1008683 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3391 texinfos to 2779
Reduced 189 texdatas to 165 (6709 bytes to 5863)
Writing ...\tf\mapsrc\ctf_test.bsp
6 seconds elapsed
1.049162 -3.207047 0.000000
-1.049033 -3.207047 0.000000
-1.049033 3.206336 0.000000
1.015345 -3.207047 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: Copy File
** Parameters: "..."

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001
03.06.2009, 20:33
m_iace



make_triangles:calc_triangle_representation: cannot convert

Description:
Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements.
If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not.

Solution:
You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error.
The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.

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002
03.06.2009, 21:11
Blitzmerker



Alle Props ausgeblendet -> keine make_triangles Fehler mehr.
Geht aber trotzdem nicht.

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Dieser Beitrag wurde am 03.06.2009 um 21:11 von Blitzmerker bearbeitet.
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003
03.06.2009, 22:19
Night Wolf



Wo verstecken sich denn Vis und Rad?

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Muh sag ich da!
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All das ist thewall: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |

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004
04.06.2009, 09:10
Blitzmerker



Die brauchen immer ne Zeit lang, aber BSP langt doch, (oder hat es sonst bisher immer getan).
Es sieht dann halt etwas langweilig belichtet aus :) .

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