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Autor Beitrag
000
15.07.2007, 17:34
Kirk



Ich habe ne hl2 singleplayer map gemacht und kompiliert. wenn ich die map spiele kommt es vor, dass bei bestimmten blickwinkeln einige wände unsichtbar werden und wenn ich n paar cm weiter zu seite schaue, tauchen sie wieder auf. außerdem stürzt das spiel ab, sobald ich mich zu weit von diesen wänden entferne.

hier sind zwei bilder davon:

http://www.einherzfuergamer.de.tt/

ich probiere zur zeit einiges mit lichtern und cubemaps aus, weil ich bisher noch keine guten lichtverhältnisse in meiner map hin bekommen habe.

kann es sein dass das irgendwie mit falsch gesetzten lichtern zu tun hat?

hier ist auch mal mein kompileskript:

materialPath: i:\spiele\steam\steamapps\SourceMods\RH\materials
Loading I:\P\Maps\HL2\RH\room1.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity light_environment (-1664.00 -1536.00 960.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 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) (611971 bytes)
Static prop models/props_c17/metalladder002.mdl outside the map (-16.00, -176.00, 31.00)
Static prop models/props_c17/light_floodlight02_off.mdl outside the map (-202.00, -328.00, 28.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 349 texinfos to 254
Reduced 61 texdatas to 31 (2781 bytes to 1326)
Writing I:\P\Maps\HL2\RH\room1.bsp
8 seconds elapsed

1 threads
reading i:\p\maps\hl2\rh\room1.bsp
reading i:\p\maps\hl2\rh\room1.prt
LoadPortals: couldn't read i:\p\maps\hl2\rh\room1.prt

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading i:\p\maps\hl2\rh\room1.bsp
No vis information, direct lighting only.
11742 faces
312283 square feet [44968888.00 square inches]
32 displacements
73864 square feet [10636478.00 square inches]
21 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0123 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
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 2/1024 96/49152 ( 0.2%)
brushes 479/8192 5748/98304 ( 5.8%)
brushsides 9298/65536 74384/524288 (14.2%)
planes 1704/65536 34080/1310720 ( 2.6%)
vertexes 16701/65536 200412/786432 (25.5%)
nodes 6309/65536 201888/2097152 ( 9.6%)
texinfos 254/12288 18288/884736 ( 2.1%)
texdata 31/2048 992/65536 ( 1.5%)
dispinfos 32/0 5632/0 ( 0.0%)
disp_verts 2256/0 45120/0 ( 0.0%)
disp_tris 3520/0 7040/0 ( 0.0%)
disp_lmsamples 161460/0 161460/0 ( 0.0%)
faces 11742/65536 657552/3670016 (17.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6881/65536 385336/3670016 (10.5%)
leaves 6312/65536 201984/2097152 ( 9.6%)
leaffaces 11907/65536 23814/131072 (18.2%)
leafbrushes 554/65536 1108/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 87522/512000 350088/2048000 (17.1%)
edges 46395/256000 185580/1024000 (18.1%)
LDR worldlights 17/8192 1496/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 2036/32768 20360/327680 ( 6.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 26442/65536 52884/131072 (40.3%)
cubemapsamples 49/1024 784/16384 ( 4.8%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1149392/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 7600/393216 ( 1.9%)
LDR leaf ambient 6312/65536 151488/1572864 ( 9.6%)
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] 1/728 ( 0.1%)
pakfile [variable] 515263/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 611971/4194304 (14.6%)
==== Total Win32 BSP file data space used: 5071858 bytes ====

Total triangle count: 33328
Writing i:\p\maps\hl2\rh\room1.bsp
59 seconds elapsed

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001
15.07.2007, 17:53
limlug



Du hast nen leak:
**** leaked ****
Entity light_environment (-1664.00 -1536.00 960.00) leaked!

--

Mors certa; Hora incerta
-----------------------
Haribo macht Kinder froh, KCN tuts ebenso

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002
15.07.2007, 18:13
Kirk



hab den leak behoben. der fehler ist aber immer noch da.

--

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003
17.07.2007, 18:32
limlug



poste nochmal den log

--

Mors certa; Hora incerta
-----------------------
Haribo macht Kinder froh, KCN tuts ebenso

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004
18.07.2007, 10:08
Kirk



materialPath: i:\spiele\steam\steamapps\SourceMods\RH\materials
Loading I:\P\Maps\HL2\RH\room1.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing I:\P\Maps\HL2\RH\room1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 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) (614345 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 254 texinfos to 236
Reduced 12 texdatas to 12 (269 bytes to 269)
Writing I:\P\Maps\HL2\RH\room1.bsp
10 seconds elapsed

1 threads
reading i:\p\maps\hl2\rh\room1.bsp
reading i:\p\maps\hl2\rh\room1.prt
3707 portalclusters
14313 numportals
Leaf 1 (portal 129) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading i:\p\maps\hl2\rh\room1.bsp
No vis information, direct lighting only.
11731 faces
254525 square feet [36651612.00 square inches]
32 displacements
73869 square feet [10637275.00 square inches]
27 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0188 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
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 3/1024 144/49152 ( 0.3%)
brushes 480/8192 5760/98304 ( 5.9%)
brushsides 9304/65536 74432/524288 (14.2%)
planes 1724/65536 34480/1310720 ( 2.6%)
vertexes 22545/65536 270540/786432 (34.4%)
nodes 4318/65536 138176/2097152 ( 6.6%)
texinfos 236/12288 16992/884736 ( 1.9%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 32/0 5632/0 ( 0.0%)
disp_verts 2256/0 45120/0 ( 0.0%)
disp_tris 3520/0 7040/0 ( 0.0%)
disp_lmsamples 161460/0 161460/0 ( 0.0%)
faces 11731/65536 656936/3670016 (17.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6855/65536 383880/3670016 (10.5%)
leaves 4322/65536 138304/2097152 ( 6.6%)
leaffaces 11886/65536 23772/131072 (18.1%)
leafbrushes 604/65536 1208/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 87433/512000 349732/2048000 (17.1%)
edges 46345/256000 185380/1024000 (18.1%)
LDR worldlights 21/8192 1848/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1998/32768 19980/327680 ( 6.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 25902/65536 51804/131072 (39.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1815816/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 9186/393216 ( 2.3%)
LDR leaf ambient 4322/65536 103728/1572864 ( 6.6%)
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] 1/978 ( 0.1%)
pakfile [variable] 10004/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 614345/4194304 (14.6%)
==== Total Win32 BSP file data space used: 5126101 bytes ====

Total triangle count: 33356
Writing i:\p\maps\hl2\rh\room1.bsp
1 minute, 22 seconds elapsed

--

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005
18.07.2007, 13:00
McScore



Leaf 1 (portal 129) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.

Klingt einfach oder?

--

... und der große böse Wolf bootete und bootete und bootete ...
Optimiere deine Map, sieh dir alle Compile-Errors an, frage den Hersteller und beschwer dich über nichts!
http://www.mcscore.de.vu
13+3+7=23, 133/7+23=42

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