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Autor Beitrag
000
20.01.2009, 18:44
Chrisatkloputzer



Naja,also ich hab Probleme mit dem Wasser.
Es ändert die Farbe wenn ich mich im Game bewege:

[url=http://www.bilder-hochladen.net/files/9hkr-1-jpg.html][/url]

und beim laufen:

[url=http://www.bilder-hochladen.net/files/9hkr-2-jpg.html][/url]

komisch,woran kanns liegen?

hier einfach mal der Compile-Bericht

** Executing...
** Command: "c:\program files\steam\steamapps\l3lackknight2\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\Okay_"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\Okay_.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_static (-254.00 -215.68 131.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 20 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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) (45754 bytes)
Static prop models/props_foliage/tree_deciduous_01a.mdl outside the map (-294.91, -211.00, 111.00)
Static prop models/props_foliage/driftwood_clump_03a.mdl outside the map (-285.00, 10.00, 98.00)
Static prop models/props_docks/dock_bumper02a.mdl outside the map (1107.00, -396.00, -58.00)
Static prop models/props_wasteland/rockgranite03a.mdl outside the map (-254.00, -215.68, 131.00)
Static prop models/props_wasteland/rockgranite02b.mdl outside the map (-358.00, 24.00, 131.00)
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 270 texinfos to 201
Reduced 30 texdatas to 27 (750 bytes to 623)
Writing C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\Okay_.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\l3lackknight2\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\Okay_"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\Okay_.bsp
reading c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\Okay_.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\Okay_.prt

** Executing...
** Command: "c:\program files\steam\steamapps\l3lackknight2\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\Okay_"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\Okay_.bsp
No vis information, direct lighting only.
1026 faces
2 degenerate faces
146115 square feet [21040644.00 square inches]
25 displacements
52093 square feet [7501411.00 square inches]
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (42)
Build Patch/Sample Hash Table(s).....Done<0.0086 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace 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 4/1024 192/49152 ( 0.4%)
brushes 94/8192 1128/98304 ( 1.1%)
brushsides 887/65536 7096/524288 ( 1.4%)
planes 1426/65536 28520/1310720 ( 2.2%)
vertexes 1706/65536 20472/786432 ( 2.6%)
nodes 652/65536 20864/2097152 ( 1.0%)
texinfos 201/12288 14472/884736 ( 1.6%)
texdata 27/2048 864/65536 ( 1.3%)
dispinfos 25/0 4400/0 ( 0.0%)
disp_verts 3201/0 64020/0 ( 0.0%)
disp_tris 5408/0 10816/0 ( 0.0%)
disp_lmsamples 119517/0 119517/0 ( 0.0%)
faces 1026/65536 57456/3670016 ( 1.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 540/65536 30240/3670016 ( 0.8%)
leaves 657/65536 21024/2097152 ( 1.0%)
leaffaces 1171/65536 2342/131072 ( 1.8%)
leafbrushes 269/65536 538/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7265/512000 29060/2048000 ( 1.4%)
edges 3937/256000 15748/1024000 ( 1.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 69/32768 690/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1125/65536 2250/131072 ( 1.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 332420/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 8715/393216 ( 2.2%)
LDR leaf ambient 657/65536 15768/1572864 ( 1.0%)
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] 1/450 ( 0.2%)
pakfile [variable] 10643/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 45754/4194304 ( 1.1%)
==== Total Win32 BSP file data space used: 865203 bytes ====

Total triangle count: 2935
Writing c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\Okay_.bsp
44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\Okay_.bsp" "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp\maps\Okay_.bsp"

** Executing...
** Command: "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp" +map "Okay_"

(=achja ps. wie müssten die Einstellungen für ein light_enviroment sein,wenn überall Nacht herrschon soll?)

Vielen Dank für weitere Antworten =)

--

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001
20.01.2009, 18:47
Agamemnon-Hellmapper



Zitat:
**** leaked ****
Lauf!

--

Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
b) um sie einem besonders unkooperativen User über den Schädel zu ziehen.
- bloggt jetzt auch selbst auf Sclavia.de

zum Seitenanfang zum Seitenende Profil || Suche
002
20.01.2009, 19:22
Chrisatkloputzer



upps falscher compile :D
ich ahb einfach einen brush um meine welt gesetzt :D
kp ob das nachteile hat..der ware jetzt halt nur im "hide" modus und wurde nit mitcompiled...aber auch wnen kein leak da ist ..entsteht der bug..
2.letzte frage pls beantworten^^

--

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003
20.01.2009, 19:24
Chrisatkloputzer



ps. lol nein bittee nicht ..du hast es falsch verstanden :D:D

--

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004
20.01.2009, 22:53
Night Wolf



Zitat:
Chrisatkloputzer postete
ich ahb einfach einen brush um meine welt gesetzt :D
Lauf schneller!

--

Muh sag ich da!
----------------------
All das ist thewall: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |

zum Seitenanfang zum Seitenende Profil || Suche
005
21.01.2009, 01:44
Agamemnon-Hellmapper



Sieht nach Cubemap-FAIL aus.
env_cubemap setzen
buildcubemaps in console
map neustarten

--

Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
b) um sie einem besonders unkooperativen User über den Schädel zu ziehen.
- bloggt jetzt auch selbst auf Sclavia.de

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006
23.01.2009, 23:35
Chrisatkloputzer



okay ich versuche es dankeschön =)

--

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007
24.01.2009, 11:41
Chrisatkloputzer



klappt noch nicht :/

--

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008
24.01.2009, 14:36
Night Wolf



Öhm ja. Wirklich schade. Wenn du den aktuellen Compilelog noch postest, erhälst du sogar noch mehr als Beileid.

--

Muh sag ich da!
----------------------
All das ist thewall: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |

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009
24.01.2009, 18:00
Chrisatkloputzer



** Executing...
** Command: "c:\program files\steam\steamapps\l3lackknight2\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 24 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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 (0) (224063 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 1049 texinfos to 716
Reduced 72 texdatas to 67 (1698 bytes to 1511)
Writing C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.bsp
7 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\l3lackknight2\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.bsp
reading c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.prt
1404 portalclusters
4890 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (9)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (4283)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 3845 visible clusters (0.00%)
Total clusters visible: 479872
Average clusters visible: 341
Building PAS...
Average clusters audible: 1165
visdatasize:387566 compressed from 494208
writing c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.bsp
1 hour, 11 minutes, 32 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\l3lackknight2\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.bsp
4218 faces
12 degenerate faces
126138 square feet [18163890.00 square inches]
40 displacements
45439 square feet [6543216.50 square inches]
4206 patches before subdivision
zero area child patch
19276 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 (21)
transfers 1951349, max 778
transfer lists: 14.9 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<0.0262 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace 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 11/1024 528/49152 ( 1.1%)
brushes 561/8192 6732/98304 ( 6.8%)
brushsides 5055/65536 40440/524288 ( 7.7%)
planes 5784/65536 115680/1310720 ( 8.8%)
vertexes 10157/65536 121884/786432 (15.5%)
nodes 2829/65536 90528/2097152 ( 4.3%)
texinfos 716/12288 51552/884736 ( 5.8%)
texdata 67/2048 2144/65536 ( 3.3%)
dispinfos 40/0 7040/0 ( 0.0%)
disp_verts 5856/0 117120/0 ( 0.0%)
disp_tris 10016/0 20032/0 ( 0.0%)
disp_lmsamples 117622/0 117622/0 ( 0.0%)
faces 4218/65536 236208/3670016 ( 6.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2054/65536 115024/3670016 ( 3.1%)
leaves 2841/65536 90912/2097152 ( 4.3%)
leaffaces 4783/65536 9566/131072 ( 7.3%)
leafbrushes 2130/65536 4260/131072 ( 3.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 29197/512000 116788/2048000 ( 5.7%)
edges 16298/256000 65192/1024000 ( 6.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 420/32768 4200/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6960/65536 13920/131072 (10.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 840264/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 387566/16777216 ( 2.3%)
entdata [variable] 5487/393216 ( 1.4%)
LDR leaf ambient 2841/65536 68184/1572864 ( 4.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 21249/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 224063/4194304 ( 5.3%)
==== Total Win32 BSP file data space used: 2894203 bytes ====

Total triangle count: 12315
Writing c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.bsp
26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.bsp" "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp\maps\gut.bsp"

sieht wer gravierende fehler (ausser leak)^^

--

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010
24.01.2009, 18:15
Agamemnon-Hellmapper



WARNING: Cluster portals saw into cluster

verbunden mit dem:

1 hour, 11 minutes, 32 seconds elapsed

zeugt von unoptimierter Map. Komm wieder, wenn du das aus dem Weg geräumt hast.

--

Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
b) um sie einem besonders unkooperativen User über den Schädel zu ziehen.
- bloggt jetzt auch selbst auf Sclavia.de

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011
24.01.2009, 19:38
Chrisatkloputzer



hab ich durekt danach:

** Executing...
** Command: "c:\program files\steam\steamapps\l3lackknight2\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
**** leaked ****
Entity prop_dynamic (-278.00 -75.83 79.84) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 14 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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 (0) (225875 bytes)
Error loading studio model ""!
Error! prop_static using model "models/props_c17/frame002a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/frame002a.mdl"!
Error! prop_static using model "models/props_debris/wood_chunk04d.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/wood_chunk04d.mdl"!
Error! prop_static using model "models/props_debris/wood_chunk07c.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/wood_chunk07c.mdl"!
Error! prop_static using model "models/props_c17/lamp_standard_off01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lamp_standard_off01.mdl"!
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 1287 texinfos to 819
Reduced 105 texdatas to 88 (3176 bytes to 2632)
Writing C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.bsp
10 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\l3lackknight2\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.bsp
reading c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.prt

** Executing...
** Command: "c:\program files\steam\steamapps\l3lackknight2\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.bsp
No vis information, direct lighting only.
4815 faces
11 degenerate faces
196805 square feet [28339988.00 square inches]
40 displacements
45444 square feet [6543984.50 square inches]
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (77)
Build Patch/Sample Hash Table(s).....Done<0.0150 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace 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 12/1024 576/49152 ( 1.2%)
brushes 560/8192 6720/98304 ( 6.8%)
brushsides 5049/65536 40392/524288 ( 7.7%)
planes 5386/65536 107720/1310720 ( 8.2%)
vertexes 8648/65536 103776/786432 (13.2%)
nodes 3688/65536 118016/2097152 ( 5.6%)
texinfos 819/12288 58968/884736 ( 6.7%)
texdata 88/2048 2816/65536 ( 4.3%)
dispinfos 40/0 7040/0 ( 0.0%)
disp_verts 5856/0 117120/0 ( 0.0%)
disp_tris 10016/0 20032/0 ( 0.0%)
disp_lmsamples 117622/0 117622/0 ( 0.0%)
faces 4815/65536 269640/3670016 ( 7.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2202/65536 123312/3670016 ( 3.4%)
leaves 3701/65536 118432/2097152 ( 5.6%)
leaffaces 5466/65536 10932/131072 ( 8.3%)
leafbrushes 2371/65536 4742/131072 ( 3.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 32714/512000 130856/2048000 ( 6.4%)
edges 18161/256000 72644/1024000 ( 7.1%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 511/32768 5110/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8301/65536 16602/131072 (12.7%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1041216/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 87253/393216 (22.2%)
LDR leaf ambient 3701/65536 88824/1572864 ( 5.6%)
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] 1/6694 ( 0.0%)
pakfile [variable] 93646/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 225875/4194304 ( 5.4%)
==== Total Win32 BSP file data space used: 2990716 bytes ====

Total triangle count: 14028
Writing c:\program files\steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.bsp
1 minute, 23 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\l3lackknight2\sourcesdk_content\hl2mp\mapsrc\gut.bsp" "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp\maps\gut.bsp"

** Executing...
** Command: "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\l3lackknight2\half-life 2 deathmatch\hl2mp" +map "gut"

boah ich kenn mich leider noch nciht so gut damit aus :/

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012
24.01.2009, 19:51
Agamemnon-Hellmapper



Das merkt man... jetzt ist ein Leak drin.

--

Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
b) um sie einem besonders unkooperativen User über den Schädel zu ziehen.
- bloggt jetzt auch selbst auf Sclavia.de

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013
24.01.2009, 20:18
Chrisatkloputzer



aber die map sieht gut aus :D

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