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Autor Beitrag
000
25.01.2009, 10:07
Nexx_oo



Hi@all.
Ich habe eine map gemacht.
Habe auch schon die Sufu benutzt, aber leider nichts gefunden.
Leider Spiegeln sich die Wände an den Seiten.
Schweer zu erklären, darum habe ich ein screenshot gemacht:

http://www.bilder-hochladen.net/files/9jii-1-jpg.html

Ich hoffe ihr könnt mir Helfen wie ich dieses Problem beseitigen kann.

Mfg NexX_oO

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001
25.01.2009, 10:16
Krifitze



Wenn du das meinst, was ich meine, dann ist “Spiegeln” aber sehr daneben.

Sieht sehr nach “Ins Void sehen” aus, d.h. du hast an der entsprechenden Stelle entweder die Null-Textur gesetzt oder irgendwie ein Leak.

Manchmal passiert es auch, dass die Compiler sich verschlucken. Poste mal das Log

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002
25.01.2009, 10:26
Nexx_oo



Hier mein Log:

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\SteamApps\soldier_2000\counter-strike

** Executing...
** Command: Copy File
** Parameters: "C:\Users\NexX\Desktop\aim_tac.map" "C:\Hammer\maps\aim_tac.map"

** Executing...
** Command: C:\Hammer\hlcsg.exe
** Parameters: "C:\Hammer\maps\aim_tac"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\Hammer\hlcsg.exe C:\Hammer\maps\aim_tac
Entering C:\Hammer\maps\aim_tac.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
20%...50%...70%... (0.04 seconds)
SetModelCenters:
50%... (0.04 seconds)
CSGBrush:
20%...50%...70%... (0.12 seconds)

Using Wadfile: \program files\steam\steamapps\soldier_2000\counter-strike\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \program files\steam\steamapps\soldier_2000\counter-strike\valve\halflife.wad
- Contains 9 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \program files\steam\steamapps\soldier_2000\counter-strike\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)

added 3 additional animating textures.
Texture usage is at 0.26 mb (of 4.00 mb MAX)
0.22 seconds elapsed

----- END hlcsg -----

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Dieser Beitrag wurde am 25.01.2009 um 10:47 von Nexx_oo bearbeitet.
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003
25.01.2009, 10:49
Nexx_oo



Sorry text war zu lang

** Executing...
** Command: C:\Hammer\hlbsp.exe
** Parameters: "C:\Hammer\maps\aim_tac"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\Hammer\hlbsp.exe C:\Hammer\maps\aim_tac

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 329 (0.05 seconds)
BSP generation successful, writing portal file 'C:\Hammer\maps\aim_tac.prt'
SolidBSP [hull 1] 345 (0.07 seconds)
SolidBSP [hull 2] 357 (0.05 seconds)
SolidBSP [hull 3] 351 (0.08 seconds)
0.53 seconds elapsed

----- END hlbsp -----

** Executing...
** Command: C:\Hammer\hlvis.exe
** Parameters: "C:\Hammer\maps\aim_tac"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\Hammer\hlvis.exe C:\Hammer\maps\aim_tac
105 portalleafs
300 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.04 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.06 seconds)
average leafs visible: 61
g_visdatasize:1648 compressed from 1470
1.11 seconds elapsed

----- END hlvis -----

** Executing...
** Command: C:\Hammer\hlrad.exe
** Parameters: "C:\Hammer\maps\aim_tac"

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: C:\Hammer\hlrad.exe C:\Hammer\maps\aim_tac

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:\Hammer\lights.rad']
[59 texlights parsed from 'C:\Hammer\lights.rad']

1316 faces
Create Patches : 14379 base patches
0 opaque faces
259241 square feet [37330828.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (27.46 seconds)
visibility matrix : 12.3 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (48.52 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (18.98 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (25.20 seconds)
Transfer Lists : 64134308 : 64.13M transfers
Indices : 14411284 : 13.74M bytes
Data : 256537232 : 244.65M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.02 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.25 seconds)
131.33 seconds elapsed [2m 11s]

----- END hlrad -----

Das Problem bleibt, es verzert sich alles was weit weg ist.
ich hoffe jemand kann helfen.

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004
25.01.2009, 11:19
Nexx_oo



ok, habs geschaft, war die sichtweite.

Danke

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