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Autor Beitrag
000
06.06.2006, 18:08
minimalize



Hi,
habe ein sehr seltsamen Fehler. Normalerweise wenn ich die im Betreff angegebene Fehlermeldung erhalte habe ich ein licht vielleicht zu viel gesetzt. Habe die Map schon öfters kompiliert und nie einen Fehler in dieser Richtung erhalten. Erst nachdem ich mir jetzt einen Aufzug gebastelt habe fing das an.. Habe ziemlich viele Fehlermeldungen bekommen. Da ist doch irgendwas faul oder nicht???

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001
06.06.2006, 18:09
minimalize



Hier noch der Log weil er nicht mehr in den oberen thread gepasst hat...

Zitat:
** Executing...
** Command: "d:\spiele\steam\steamapps\scornec\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\spiele\steam\steamapps\scornec\counter-strike source\cstrike" "D:\Spiele\Steam\SteamApps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: d:\spiele\steam\steamapps\scornec\counter-strike source\cstrike\materials
Loading D:\Spiele\Steam\SteamApps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.vmf
Error: displacement found on a(n) func_detail entity - not supported

** Executing...
** Command: "d:\spiele\steam\steamapps\scornec\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\spiele\steam\steamapps\scornec\counter-strike source\cstrike" "D:\Spiele\Steam\SteamApps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51"

Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading d:\spiele\steam\steamapps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.bsp
reading d:\spiele\steam\steamapps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.prt
LoadPortals: couldn't read d:\spiele\steam\steamapps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.prt

** Executing...
** Command: "d:\spiele\steam\steamapps\scornec\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\spiele\steam\steamapps\scornec\counter-strike source\cstrike" "D:\Spiele\Steam\SteamApps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\spiele\steam\steamapps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.bsp
2001 faces
2 degenerate faces
242948 square feet [34984608.00 square inches]
66 displacements
72032 square feet [10372737.00 square inches]
1999 patches before subdivision
zero area child patch
28793 patches after subdivision
148 direct lights
BuildFacelights: 0
WARNING: Too many light styles on a face (-520,-2048,89)
...1...2...3...4...5..
WARNING: Too many light styles on a face (-73,-397,89)

WARNING: Too many light styles on a face (-72,-430,89)
.
WARNING: Too many light styles on a face (-76,-446,89)

WARNING: Too many light styles on a face (-88,-942,89)

WARNING: Too many light styles on a face (-68,-446,89)

WARNING: Too many light styles on a face (-68,-942,89)

WARNING: Too many light styles on a face (-444,-2044,89)

WARNING: Too many light styles on a face (-432,-1732,89)

WARNING: Too many light styles on a face (-128,-1456,89)

WARNING: Too many light styles on a face (-108,-1727,89)

WARNING: Too many light styles on a face (-108,-1724,89)

WARNING: Too many light styles on a face (-112,-1446,89)

WARNING: Too many light styles on a face (-108,-1456,89)

WARNING: Too many light styles on a face (-112,-1440,89)

WARNING: Too many light styles on a face (-112,-1026,89)

WARNING: Too many light styles on a face (-109,-1729,237)

WARNING: Too many light styles on a face (-433,-1729,237)

WARNING: Too many light styles on a face (-433,-1729,285)

WARNING: Too many light styles on a face (-135,-1503,211)

WARNING: Too many light styles on a face (-135,-1616,212)

WARNING: Too many light styles on a face (-135,-1500,154)

WARNING: Too many light styles on a face (-135,-1489,208)

WARNING: Too many light styles on a face (-135,-1618,140)

WARNING: Too many light styles on a face (-135,-1474,256)

WARNING: Too many light styles on a face (-64,-1446,223)

WARNING: Too many light styles on a face (-64,-1440,223)

WARNING: Too many light styles on a face (-64,-1434,223)

WARNING: Too many light styles on a face (-108,-1727,223)

WARNING: Too many light styles on a face (-108,-1724,223)

WARNING: Too many light styles on a face (-108,-1722,223)

WARNING: Too many light styles on a face (-133,-1449,256)
6
WARNING: Too many light styles on a face (-133,-1449,220)

WARNING: Too many light styles on a face (-144,-1497,192)

WARNING: Too many light styles on a face (-144,-1520,145)

WARNING: Too many light styles on a face (-144,-1505,207)

WARNING: Too many light styles on a face (-144,-1501,157)

WARNING: Too many light styles on a face (-170,-1449,176)

WARNING: Too many light styles on a face (-808,-1928,239)

WARNING: Too many light styles on a face (-444,-2044,239)

WARNING: Too many light styles on a face (-439,-1728,287)

WARNING: Too many light styles on a face (-302,-1984,287)

WARNING: Too many light styles on a face (-302,-1728,287)

WARNING: Too many light styles on a face (-247,-1728,287)

WARNING: Too many light styles on a face (-46,-1919,287)

WARNING: Too many light styles on a face (-46,-1728,287)

WARNING: Too many light styles on a face (-439,-2044,285)

WARNING: Too many light styles on a face (-439,-2040,237)

WARNING: Too many light styles on a face (-444,-2041,236)
.
WARNING: Too many light styles on a face (-815,-2024,232)

WARNING: Too many light styles on a face (-815,-2024,84)
..7.
WARNING: Too many light styles on a face (5,-2105,287)

WARNING: Too many light styles on a face (4,-2080,89)
.
WARNING: Too many light styles on a face (4,-2172,231)

WARNING: Too many light styles on a face (4,-2172,89)

WARNING: Too many light styles on a face (4,-2172,-415)

WARNING: Too many light styles on a face (4,-2175,-759)

WARNING: Too many light styles on a face (4,-2172,-759)

WARNING: Too many light styles on a face (4,-2192,287)

WARNING: Too many light styles on a face (4,-2407,176)

WARNING: Too many light styles on a face (4,-2180,-767)

WARNING: Too many light styles on a face (39,-2304,-212)

WARNING: Too many light styles on a face (39,-2304,-708)

WARNING: Too many light styles on a face (39,-2304,284)

WARNING: Too many light styles on a face (18,-2200,159)
.
WARNING: Too many light styles on a face (-439,-2159,237)

WARNING: Too many light styles on a face (-439,-2095,285)

WARNING: Too many light styles on a face (-432,-2052,89)

WARNING: Too many light styles on a face (-439,-2048,287)
8
WARNING: Too many light styles on a face (-444,-2052,89)

WARNING: Too many light styles on a face (-444,-2052,239)

.......

WARNING: Too many light styles on a face (-120,-2186,239)

WARNING: Too many light styles on a face (-128,-2186,89)

WARNING: Too many light styles on a face (-128,-2178,89)

WARNING: Too many light styles on a face (19,-2296,236)

WARNING: Too many light styles on a face (-124,-2178,231)
.
WARNING: Too many light styles on a face (-108,-2387,176)
10 (413)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (34)
transfers 2455644, max 367
transfer lists: 18.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(146617, 119008, 90135)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(29651, 20529, 10612)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(7362, 4379, 1751)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2086, 1107, 382)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(648, 321, 103)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(213, 102, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(72, 34, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(25, 12, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(9, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0422 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 31/1024 1488/49152 ( 3.0%)
brushes 502/8192 6024/98304 ( 6.1%)
brushsides 3721/65536 29768/524288 ( 5.7%)
planes 2684/65536 53680/1310720 ( 4.1%)
vertexes 3893/65536 46716/786432 ( 5.9%)
nodes 1224/65536 39168/2097152 ( 1.9%)
texinfos 394/12288 28368/884736 ( 3.2%)
texdata 58/2048 1856/65536 ( 2.8%)
dispinfos 66/0 11616/0 ( 0.0%)
disp_verts 5346/0 106920/0 ( 0.0%)
disp_tris 8448/0 16896/0 ( 0.0%)
disp_lmsamples 151300/0 151300/0 ( 0.0%)
faces 2001/65536 112056/3670016 ( 3.1%)
origfaces 1197/65536 67032/3670016 ( 1.8%)
leaves 1256/65536 40192/2097152 ( 1.9%)
leaffaces 2308/65536 4616/131072 ( 3.5%)
leafbrushes 1256/65536 2512/131072 ( 1.9%)
areas 8/256 64/2048 ( 3.1%)
surfedges 13965/512000 55860/2048000 ( 2.7%)
edges 8359/256000 33436/1024000 ( 3.3%)
LDR worldlights 148/8192 13024/720896 ( 1.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 138/32768 1380/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1971/65536 3942/131072 ( 3.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1638172/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 38168/16777216 ( 0.2%)
entdata [variable] 66123/393216 (16.8%)
LDR leaf ambient 1256/65536 30144/1572864 ( 1.9%)
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] 1/13610 ( 0.0%)
pakfile [variable] 23923/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 730768/4194304 (17.4%)
==== Total Win32 BSP file data space used: 3355230 bytes ====

Linux Specific Data:
physicssurface [variable] 2011746/6291456 (32.0%)
==== Total Linux BSP file data space used: 4636208 bytes ====

Total triangle count: 5166
Writing d:\spiele\steam\steamapps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.bsp
7 minutes, 40 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Spiele\Steam\SteamApps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.bsp" "d:\spiele\steam\steamapps\scornec\counter-strike source\cstrike\maps\sdk_area51.bsp"

--

Private Homepage: www.s3bbo.de
Freelance Portfolio: www.digital4.de
CS:S Clan: www.fightclubsw.de

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002
06.06.2006, 18:39
Adrian_Broher
Admin


es ist immer von vorteil, die log von oben nach unten durchzulesen und nicht umgekehrt. Dann waere der folgende Fehler evtl vorher aufgefallen.

Zitat:
Error: displacement found on a(n) func_detail entity - not supported

--

There is nothing wrong with high standards. It's your problem that you don't meet them.
If you think it's simple, then you have misunderstood the problem.
When a customer says "nothing has changed", assume they're lying.

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003
08.06.2006, 07:23
minimalize



erst mal dankeschön... ich hab den log durch den analyzer laufen lassen. Da bekam ich ne Fehlermeldung dass ich dieser Fehler wahrscheinlich durch andere verursacht wurde. Wäre nie drauf gekommen glaube ich dass es daran liegt...

Jetzt habe ich allerdings noch eine Frage auch wenn sie vielleicht dumm klingt. Wie kriege ich das func_detail von meinem displacement wieder weg, bzw. mache es wieder zu einem displacemet?? Habe es schon mit func_wall probiert und das hilft auch nichts...

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004
08.06.2006, 08:33
Richman
Moderator


Ein func_detail, genau so wie ein func_wall sind beides Entities. Du musst aber aus dem Displacement wieder einen Worldbrush machen. Wenn du also mit dem Button "Tie to Entity" aus einem Brush ein Entity macht, dann macht wohl "Move to World" das ganze wieder rückgängig.

--

Richman's Hazardous Course - Status: 100% !!!
www.richmans-maps.ch.vu - wieder online!

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005
12.06.2006, 22:50
minimalize



Muss den Thread leider nochmal aufwärmen.. Ich habe zwar jetzt den displacement Fehler weg aber das Problem besteht immer noch..

Ich hab mir mal die Koordinaten zum Teil angesehen. Das sind definitiv nicht irgendwelche Faces wo Lichter zusammen auftreffen bzw. unterschiedliche Styles haben..

--

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Freelance Portfolio: www.digital4.de
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006
12.06.2006, 22:54
minimalize



nochmals das logfile dazu...

Zitat:
** Executing...
** Command: "d:\spiele\steam\steamapps\scornec\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\spiele\steam\steamapps\scornec\counter-strike source\cstrike" "D:\Spiele\Steam\SteamApps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: d:\spiele\steam\steamapps\scornec\counter-strike source\cstrike\materials
Loading D:\Spiele\Steam\SteamApps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.vmf
fixing up env_cubemap materials on brush sides...
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...
Merged 132 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Spiele\Steam\SteamApps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/havrt"
Can't load skybox file skybox/hav to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (815617 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (2096640 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1037 texinfos to 682
Reduced 139 texdatas to 126 (7330 bytes to 5933)
Writing D:\Spiele\Steam\SteamApps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.bsp
24 seconds elapsed
Memory leak: mempool blocks left in memory: 12

** Executing...
** Command: "d:\spiele\steam\steamapps\scornec\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\spiele\steam\steamapps\scornec\counter-strike source\cstrike" "D:\Spiele\Steam\SteamApps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51"

Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading d:\spiele\steam\steamapps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.bsp
reading d:\spiele\steam\steamapps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.prt
755 portalclusters
2398 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 (195)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
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: 304 visible clusters (0.00%)
Total clusters visible: 89785
Average clusters visible: 118
Building PAS...
Average clusters audible: 205
visdatasize:65636 compressed from 144960
writing d:\spiele\steam\steamapps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.bsp
3 minutes, 17 seconds elapsed

** Executing...
** Command: "d:\spiele\steam\steamapps\scornec\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\spiele\steam\steamapps\scornec\counter-strike source\cstrike" "D:\Spiele\Steam\SteamApps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\spiele\steam\steamapps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.bsp
2782 faces
2 degenerate faces
275381 square feet [39654976.00 square inches]
66 displacements
72032 square feet [10372737.00 square inches]
2780 patches before subdivision
zero area child patch
34120 patches after subdivision
137 direct lights
BuildFacelights: 0...1..
WARNING: Too many light styles on a face (-34,179,57)
.2...3...4..
WARNING: Too many light styles on a face (56,-417,89)

WARNING: Too many light styles on a face (39,-422,89)

WARNING: Too many light styles on a face (41,-430,89)

WARNING: Too many light styles on a face (166,-432,128)

WARNING: Too many light styles on a face (167,-416,112)
.5.
WARNING: Too many light styles on a face (96,-1456,89)
.
WARNING: Too many light styles on a face (4,-1727,89)

WARNING: Too many light styles on a face (4,-1724,89)

WARNING: Too many light styles on a face (4,-1456,89)

WARNING: Too many light styles on a face (0,-1446,89)

WARNING: Too many light styles on a face (0,-1440,89)

WARNING: Too many light styles on a face (0,-1434,89)

WARNING: Too many light styles on a face (4,-1732,89)

WARNING: Too many light styles on a face (0,-1340,89)

WARNING: Too many light styles on a face (87,-1446,128)

WARNING: Too many light styles on a face (87,-1440,112)

WARNING: Too many light styles on a face (87,-1434,112)

WARNING: Too many light styles on a face (87,-1727,160)

WARNING: Too many light styles on a face (87,-1724,160)

WARNING: Too many light styles on a face (87,-1722,160)

WARNING: Too many light styles on a face (111,-1506,208)

WARNING: Too many light styles on a face (119,-1823,147)
.6.
WARNING: Too many light styles on a face (-34,-77,57)
.
WARNING: Too many light styles on a face (-8,-828,89)

WARNING: Too many light styles on a face (-112,-1732,89)

WARNING: Too many light styles on a face (-108,-1727,89)

WARNING: Too many light styles on a face (-108,-1724,89)

WARNING: Too many light styles on a face (-72,-1446,89)

WARNING: Too many light styles on a face (-80,-1456,89)

WARNING: Too many light styles on a face (-72,-1440,89)

WARNING: Too many light styles on a face (-112,-1340,89)
.
WARNING: Too many light styles on a face (-444,-2040,-673)

WARNING: Too many light styles on a face (-436,-2040,-673)

WARNING: Too many light styles on a face (-424,-2040,-673)
.
WARNING: Too many light styles on a face (-431,-2056,-680)

WARNING: Too many light styles on a face (-287,-2172,-624)
.
WARNING: Too many light styles on a face (-120,-2186,-597)
.
WARNING: Too many light styles on a face (24,-2380,-759)

WARNING: Too many light styles on a face (6,-2178,-759)

WARNING: Too many light styles on a face (27,-2380,-598)

WARNING: Too many light styles on a face (-136,-2178,-617)

WARNING: Too many light styles on a face (-24,-2383,-598)
10 (269)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (45)
transfers 2938871, max 370
transfer lists: 22.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(55324, 57182, 54050)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(11400, 11426, 7448)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3137, 3021, 1697)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(962, 896, 458)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(312, 283, 133)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(105, 93, 40)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(36, 31, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(12, 11, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(4, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0760 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 39/1024 1872/49152 ( 3.8%)
brushes 733/8192 8796/98304 ( 8.9%)
brushsides 5359/65536 42872/524288 ( 8.2%)
planes 3540/65536 70800/1310720 ( 5.4%)
vertexes 5548/65536 66576/786432 ( 8.5%)
nodes 1698/65536 54336/2097152 ( 2.6%)
texinfos 682/12288 49104/884736 ( 5.6%)
texdata 126/2048 4032/65536 ( 6.2%)
dispinfos 66/0 11616/0 ( 0.0%)
disp_verts 5346/0 106920/0 ( 0.0%)
disp_tris 8448/0 16896/0 ( 0.0%)
disp_lmsamples 151300/0 151300/0 ( 0.0%)
faces 2782/65536 155792/3670016 ( 4.2%)
origfaces 1741/65536 97496/3670016 ( 2.7%)
leaves 1738/65536 55616/2097152 ( 2.7%)
leaffaces 3362/65536 6724/131072 ( 5.1%)
leafbrushes 1665/65536 3330/131072 ( 2.5%)
areas 8/256 64/2048 ( 3.1%)
surfedges 19926/512000 79704/2048000 ( 3.9%)
edges 11908/256000 47632/1024000 ( 4.7%)
LDR worldlights 137/8192 12056/720896 ( 1.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 178/32768 1780/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2643/65536 5286/131072 ( 4.0%)
cubemapsamples 15/1024 240/16384 ( 1.5%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2309216/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 65636/16777216 ( 0.4%)
entdata [variable] 71298/393216 (18.1%)
LDR leaf ambient 1738/65536 41712/1572864 ( 2.7%)
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] 1/14110 ( 0.0%)
pakfile [variable] 178754/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 815617/4194304 (19.4%)
==== Total Win32 BSP file data space used: 4533075 bytes ====

Linux Specific Data:
physicssurface [variable] 2096640/6291456 (33.3%)
==== Total Linux BSP file data space used: 5814098 bytes ====

Total triangle count: 7295
Writing d:\spiele\steam\steamapps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.bsp
5 minutes, 35 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Spiele\Steam\SteamApps\scornec\sourcesdk_content\cstrike\mapsrc\sdk_area51.bsp" "d:\spiele\steam\steamapps\scornec\counter-strike source\cstrike\maps\sdk_area51.bsp"

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007
13.06.2006, 08:34
Richman
Moderator


Wieviele schaltbare Lichter hast du in deiner Map?
Wenn es mehr als drei im gleichen Raum sind, hast du zuviele.

Als schaltbar gilt ein Licht, sobald es einen Namen hat. Wenn du also einfach aus Spass an der Freude jedem Licht einen Namen gibst, ohne dass es nötig wäre, betrachten die Compiler all diese Lichter als Schaltbar, was zu eben diesem Fehler führt.

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008
13.06.2006, 10:07
minimalize



Das könnte es sein. Ich habe mir einen Aufzug nach dem Tutorial von Haradirki gebaut. (http://www.haradirki.de/hl2/indextut38.htm) Da sind im Aufzug 3 Lichter welche geschalten werden. Und eins wo mir den Aufzug beleuchtet. Ausserdem habe ich nach dem ersten Fehler allen Lichter in einem Raum die gleichen Namen gegeben. Werd mich noch mal ranmachen und die wieder ohne Namen laufen lassen.

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