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Autor Beitrag
000
26.07.2011, 17:06
Florianos



Hallo leute,
Ich bin dabei mir eine deathrun map für CS:S zu mappen..
Soweit so gut, nun ich bin inzwischen bei den End-Räumen und da braucht man ja zum teleportieren einen Trigger_teleport und das Remote destination.
Bloß ich mach alles wie bei den 1000 vorhanden teleporter tutorials genauso...
Mein Trigger Push funktioniert auch nicht, aber trigger_once und trigger_multiple funktionieren einwandfrei..
Ich habe auf einer neuen map mal versucht einen Teleporter zu bauen und es klappt.

Hier mein Compile Log, und Vielendank schonmal ^^ :
(P.S ich bin ein totaler noob)

** Executing...
** Command: "c:\programme\steam\steamapps\manu_mann\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\programme\steam\steamapps\manu_mann\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\manu_mann\sourcesdk_content\cstrike\mapsrc\deathrun_texture4.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\programme\steam\steamapps\manu_mann\counter-strike source\cstrike\materials
Loading C:\Programme\Steam\SteamApps\manu_mann\sourcesdk_content\cstrike\mapsrc\deathrun_texture4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\programme\steam\steamapps\manu_mann\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
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 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3743.0 14709.0 248.1)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 24199:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3719.5 14709.5 234.8)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 24204:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3743.0 14709.0 248.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 24199:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3721.7 14709.5 236.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 24204:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3702.4 14709.5 225.1)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 24204:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3704.1 14709.5 226.1)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 24204:

Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Programme\Steam\SteamApps\manu_mann\sourcesdk_content\cstrike\mapsrc\deathrun_texture4.prt...Building visibility clusters...
done (0)
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 (0) (294513 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 331 texinfos to 265
Reduced 20 texdatas to 15 (541 bytes to 298)
Writing C:\Programme\Steam\SteamApps\manu_mann\sourcesdk_content\cstrike\mapsrc\deathrun_texture4.bsp
8 seconds elapsed

** Executing...
** Command: "c:\programme\steam\steamapps\manu_mann\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\programme\steam\steamapps\manu_mann\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\manu_mann\sourcesdk_content\cstrike\mapsrc\deathrun_texture4"

Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\programme\steam\steamapps\manu_mann\sourcesdk_content\cstrike

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001
26.07.2011, 17:07
Florianos



\mapsrc\deathrun_texture4.bsp
reading c:\programme\steam\steamapps\manu_mann\sourcesdk_content\cstrike\mapsrc\deathrun_texture4.prt
673 portalclusters
2130 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 (286)
Optimized: 1659 visible clusters (0.00%)
Total clusters visible: 284890
Average clusters visible: 423
Building PAS...
Average clusters audible: 670
visdatasize:116551 compressed from 118448
writing c:\programme\steam\steamapps\manu_mann\sourcesdk_content\cstrike\mapsrc\deathrun_texture4.bsp
4 minutes, 46 seconds elapsed

** Executing...
** Command: "c:\programme\steam\steamapps\manu_mann\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\programme\steam\steamapps\manu_mann\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\manu_mann\sourcesdk_content\cstrike\mapsrc\deathrun_texture4"

Valve Software - vrad.exe SSE (Jul 7 2010)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\programme\steam\steamapps\manu_mann\sourcesdk_content\cstrike\mapsrc\deathrun_texture4.bsp
Setting up ray-trace acceleration structure... Done (0.30 seconds)
8024 faces
4 degenerate faces
320008 square feet [46081224.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8020 patches before subdivision
25406 patches after subdivision
sun extent from map=0.000000
41 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 2756231, max 623
transfer lists: 21.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(178971, 122864, 14589)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(118535, 37106, 870)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(83225, 6290, 74)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(57156, 1770, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(37951, 396, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(24926, 107, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(16170, 27, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(10480, 7, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(6770, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(4381, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2836, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1840, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(1195, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(778, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(508, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(332, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(218, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(143, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(94, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(62, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(41, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(27, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #23 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #28 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0166 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (31)
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 (10)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 76/1024 3648/49152 ( 7.4%)
brushes 740/8192 8880/98304 ( 9.0%)
brushsides 10679/65536 85432/524288 (16.3%)
planes 14346/65536 286920/1310720 (21.9%)
vertexes 9078/65536 108936/786432 (13.9%)
nodes 5801/65536 185632/2097152 ( 8.9%)
texinfos 265/12288 19080/884736 ( 2.2%)
texdata 15/2048 480/65536 ( 0.7%)
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 8024/65536 449344/3670016 (12.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3568/65536 199808/3670016 ( 5.4%)
leaves 5878/65536 188096/2097152 ( 9.0%)
leaffaces 8945/65536 17890/131072 (13.6%)
leafbrushes 1913/65536 3826/131072 ( 2.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 46296/512000 185184/2048000 ( 9.0%)
edges 25142/256000 100568/1024000 ( 9.8%)
LDR worldlights 41/8192 3608/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 165/32768 1650/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2820/65536 5640/131072 ( 4.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 598600/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 116551/16777216 ( 0.7%)
entdata [variable] 49260/393216 (12.5%)
LDR ambient table 5878/65536 23512/262144 ( 9.0%)
HDR ambient table 5878/65536 23512/262144 ( 9.0%)
LDR leaf ambient 8750/65536 245000/1835008 (13.4%)
HDR leaf ambient 5878/65536 164584/1835008 ( 9.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 107208/0 ( 0.0%)
physics [variable] 294513/4194304 ( 7.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 17641
Writing c:\programme\steam\steamapps\manu_mann\sourcesdk_content\cstrike\mapsrc\deathrun_texture4.bsp
1 minute, 9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Programme\Steam\SteamApps\manu_mann\sourcesdk_content\cstrike\mapsrc\deathrun_texture4.bsp" "c:\programme\steam\steamapps\manu_mann\counter-strike source\cstrike\maps\deathrun_texture4.bsp"

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002
27.07.2011, 08:26
Sir_Killalot



Du hast nen Leak. Finden und beseitigen.
Ob's aber daran liegt weiß ich nicht, vllt. Hast du doppelten Namen oder sowas, Hellsehen ist immer schwer.

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Dieser Beitrag wurde am 27.07.2011 um 08:27 von Sir_Killalot bearbeitet.
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003
28.07.2011, 21:30
Florianos



Hm, ok ich versuchs mal ;).
Doppelter Name ?
Wie meinst du das ?
Danke erstmal :)

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004
28.07.2011, 22:05
Florianos



Also es funktioniert immernochnicht, ich hab das Leak entfernt und den Namen der Map verändert ..
-.-
HEEEELP !

/edit : env_explode funktioniert auch nicht :(

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Dieser Beitrag wurde am 28.07.2011 um 22:07 von Florianos bearbeitet.
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005
28.07.2011, 22:08
Sir_Killalot



Ich meine den Namen der Entity's, sprich deiner Teleporter.
Drück auch mal Alt+P und beheb die Probleme die dort stehen.

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006
28.07.2011, 22:18
Florianos



Hm, also haben zwei etitys den evntl. gleichen Namen ?
Ok werd ich machen, vielen dank schonmal.
Was heisst das eig. immer mit diesem "env_cubemap" BlaBla ?

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007
29.07.2011, 19:25
Sir_Killalot



cubemaps

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