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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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