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Autor Beitrag
000
22.08.2006, 18:41
AtomPilzBier



hi,

... in meiner Map ist sehr viel mit Displacement's gemacht,
und ez hab ich da ne'n jeep rein gebaut .. und der scheiss is , dass ich damit durch die Displacement Wände/Böden fahren/fallen kann ?!!!
(drauf laufen geht wunderbar ... aber eben bei vehicles nicht !)
kennt einer dieses Prob ??
dass is nämlich ganz schön kacke ^^

thx schomal im vorraus ;)

-------------------------------------------------------------------
Hier der Compile Process: ... (wenn er benötigt wird)

** Executing...
** Command: "c:\games\steam games\steamapps\popelface23\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\games\steam games\steamapps\popelface23\half-life 2\hl2" "C:\Games\Steam Games\SteamApps\popelface23\sourcesdk_content\hl2\mapsrc\Neuer Ordner\map_32"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\games\steam games\steamapps\popelface23\half-life 2\hl2\materials
Loading C:\Games\Steam Games\SteamApps\popelface23\sourcesdk_content\hl2\mapsrc\Neuer Ordner\map_32.vmf
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)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Games\Steam Games\SteamApps\popelface23\sourcesdk_content\hl2\mapsrc\Neuer Ordner\map_32.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (32851 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 230 texinfos to 170
Reduced 22 texdatas to 21 (595 bytes to 549)
Writing C:\Games\Steam Games\SteamApps\popelface23\sourcesdk_content\hl2\mapsrc\Neuer Ordner\map_32.bsp
1 second elapsed

** Executing...
** Command: "c:\games\steam games\steamapps\popelface23\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\games\steam games\steamapps\popelface23\half-life 2\hl2" "C:\Games\Steam Games\SteamApps\popelface23\sourcesdk_content\hl2\mapsrc\Neuer Ordner\map_32"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\games\steam games\steamapps\popelface23\sourcesdk_content\hl2\mapsrc\neuer ordner\map_32.bsp
reading c:\games\steam games\steamapps\popelface23\sourcesdk_content\hl2\mapsrc\neuer ordner\map_32.prt
318 portalclusters
1068 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 (191)
Optimized: 32 visible clusters (0.00%)
Total clusters visible: 80288
Average clusters visible: 252
Building PAS...
Average clusters audible: 317
visdatasize:27644 compressed from 25440
writing c:\games\steam games\steamapps\popelface23\sourcesdk_content\hl2\mapsrc\neuer ordner\map_32.bsp
3 minutes, 11 seconds elapsed

** Executing...
** Command: "c:\games\steam games\steamapps\popelface23\sourcesdk\bin\vrad.exe"
** Parameters: -both -game "c:\games\steam games\steamapps\popelface23\half-life 2\hl2" "C:\Games\Steam Games\SteamApps\popelface23\sourcesdk_content\hl2\mapsrc\Neuer Ordner\map_32"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\games\steam games\steamapps\popelface23\sourcesdk_content\hl2\mapsrc\neuer ordner\map_32.bsp
829 faces
115259 square feet [16597324.00 square inches]
23 displacements
29860 square feet [4299981.00 square inches]
829 patches before subdivision
9258 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8)
transfers 778264, max 500
transfer lists: 5.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0148 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 1/1024 48/49152 ( 0.1%)
brushes 82/8192 984/98304 ( 1.0%)
brushsides 635/65536 5080/524288 ( 1.0%)
planes 588/65536 11760/1310720 ( 0.9%)
vertexes 1622/65536 19464/786432 ( 2.5%)
nodes 509/65536 16288/2097152 ( 0.8%)
texinfos 170/12288 12240/884736 ( 1.4%)
texdata 21/2048 672/65536 ( 1.0%)
dispinfos 23/0 4048/0 ( 0.0%)
disp_verts 1863/0 37260/0 ( 0.0%)
disp_tris 2944/0 5888/0 ( 0.0%)
disp_lmsamples 83640/0 83640/0 ( 0.0%)
faces 829/65536 46424/3670016 ( 1.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 378/65536 21168/3670016 ( 0.6%)
leaves 511/65536 16352/2097152 ( 0.8%)
leaffaces 1002/65536 2004/131072 ( 1.5%)
leafbrushes 222/65536 444/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5412/512000 21648/2048000 ( 1.1%)
edges 2940/256000 11760/1024000 ( 1.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 52/32768 520/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 849/65536 1698/131072 ( 1.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 307096/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 27644/16777216 ( 0.2%)
entdata [variable] 1340/393216 ( 0.3%)
LDR leaf ambient 511/65536 12264/1572864 ( 0.8%)
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] 1/47908 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/3658 ( 0.0%)
pakfile [variable] 20291/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 32851/4194304 ( 0.8%)
==== Total Win32 BSP file data space used: 720896 bytes ====

Total triangle count: 2194
Writing c:\games\steam games\steamapps\popelface23\sourcesdk_content\hl2\mapsrc\neuer ordner\map_32.bsp
10 seconds elapsed
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\games\steam games\steamapps\popelface23\sourcesdk_content\hl2\mapsrc\neuer ordner\map_32.bsp
829 faces
115259 square feet [16597324.00 square inches]
23 displacements
29860 square feet [4299981.00 square inches]
829 patches before subdivision
9258 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 778264, max 500
transfer lists: 5.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0149 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 1/1024 48/49152 ( 0.1%)
brushes 82/8192 984/98304 ( 1.0%)
brushsides 635/65536 5080/524288 ( 1.0%)
planes 588/65536 11760/1310720 ( 0.9%)
vertexes 1622/65536 19464/786432 ( 2.5%)
nodes 509/65536 16288/2097152 ( 0.8%)
texinfos 170/12288 12240/884736 ( 1.4%)
texdata 21/2048 672/65536 ( 1.0%)
dispinfos 23/0 4048/0 ( 0.0%)
disp_verts 1863/0 37260/0 ( 0.0%)
disp_tris 2944/0 5888/0 ( 0.0%)
disp_lmsamples 83640/0 83640/0 ( 0.0%)
faces 829/65536 46424/3670016 ( 1.3%)
hdr faces 829/65536 46424/3670016 ( 1.3%)
origfaces 378/65536 21168/3670016 ( 0.6%)
leaves 511/65536 16352/2097152 ( 0.8%)
leaffaces 1002/65536 2004/131072 ( 1.5%)
leafbrushes 222/65536 444/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5412/512000 21648/2048000 ( 1.1%)
edges 2940/256000 11760/1024000 ( 1.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 52/32768 520/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 849/65536 1698/131072 ( 1.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 307096/0 ( 0.0%)
HDR lightdata [variable] 307096/0 ( 0.0%)
visdata [variable] 27644/16777216 ( 0.2%)
entdata [variable] 1340/393216 ( 0.3%)
LDR leaf ambient 511/65536 12264/1572864 ( 0.8%)
HDR leaf ambient 511/65536 12264/1572864 ( 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] 1/47908 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/3658 ( 0.0%)
pakfile [variable] 20291/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 32851/4194304 ( 0.8%)
==== Total Win32 BSP file data space used: 1086680 bytes ====

Total triangle count: 2194
Writing c:\games\steam games\steamapps\popelface23\sourcesdk_content\hl2\mapsrc\neuer ordner\map_32.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Games\Steam Games\SteamApps\popelface23\sourcesdk_content\hl2\mapsrc\Neuer Ordner\map_32.bsp" "c:\games\steam games\steamapps\popelface23\half-life 2\hl2\maps\map_32.bsp"

** Executing...
** Command: "c:\games\steam games\steamapps\popelface23\half-life 2\hl2.exe"
** Parameters: -game "c:\games\steam games\steamapps\popelface23\half-life 2\hl2" +map "map_32"

----- also was auffälliges find ich hier nich :/

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001
23.08.2006, 15:49
Eistee



Hier villeicht hilft dir das also mir hats geholfen!
http://analyzer.idf-mod.de/

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_______________________________________

cs_Fortino

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002
23.08.2006, 17:35
Heini



ich habe dasgleiche Problem. Der Compileanalyser bringt in diesem Fall aber nichts. Der findet keine Fehler. Bei mir taucht dieses Problem allerdings nur auf, wenn ich Customtexturen verwende.

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.

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003
23.08.2006, 17:36
LeJean



Displacements sind doch seit dem letzten Update von Valve nichtmehr solid. Vielleicht gibts ein workaround oder so? Auf jeden Fall fallen auch andere physikobjekte bekanntlich einfach durch.

-LeJean-

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004
23.08.2006, 21:14
AtomPilzBier



hmm ..
also ich hab ez mal son bissl rumgetestet ... das einzige was bei mir durchfällt is der jeep , das airboat kann ganz normal drauf rumfahren und andere objekte fallen aunet durch .. komisch :/

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005
23.08.2006, 22:10
Klu



Compile mal mit dem: http://downloads.ammahls.com/cst/cst11.zip

Durch den letzten update von valve, können maps nicht auf Linux gestartet und Displacements sind nicht solide!

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-[EB]- Gun Game Mod Server Add me in Xfire: klu123

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006
24.08.2006, 10:44
AtomPilzBier



thx klu123 :)
also mit dem compiler ist alles wieder behoben thx

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