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Autor Beitrag
000
13.07.2010, 13:13
Sunshine



Hallo,
ich habe in einem Raum einen Wasser Brush (water4) und in dem daneben (nur durch ein func_detail mit Glas getrennt) einen weiteren mit der gleichen Textur.

Solange man nur den einen Brush sieht wird die Textur korrekt dargestellt (also expensive).
Kommt allerdings der 2. Brush ins Sichtfeld, z.B. wenn man sich dreht oder näher ran geht, wird das wasser mit cheap Textur dargestellt.
Lösche ich den 2. Brush wird das Wasser immer expensive dargestellt.

Ich habe dann ein water_lod_control gesetzt mit Min=10000 und Max=12000, was aber nichts geholfen hat.
Nach buildcubemaps& css neustart das gleiche Problem.

Leaks sind keine vorhanden.

Achja ich benutze DirectX9 mit einer GeFore 9800 und habe die relevanten Einstellungen auf Maximum.

Hier das CompileLog: (Keine wesentlichen Fehler soweit ich das sehe)

** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\***\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\valve\steam\steamapps\***\counter-strike source\cstrike" "C:\Program Files (x86)\Valve\Steam\SteamApps\***\sourcesdk_content\cstrike\mapsrc\zm_point_zero\zm_point_zero.vmf"

Valve Software - vbsp.exe (Jun 8 2010)
4 threads
materialPath: c:\program files (x86)\valve\steam\steamapps\***\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Valve\Steam\SteamApps\***\sourcesdk_content\cstrike\mapsrc\zm_point_zero\zm_point_zero.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\valve\steam\steamapps\***\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/zm_point_zero/nature/blendrocksand005a_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 818 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Valve\Steam\SteamApps\***\sourcesdk_content\cstrike\mapsrc\zm_point_zero\zm_point_zero.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (188270 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 192 texinfos to 122
Reduced 38 texdatas to 31 (1041 bytes to 843)
Writing C:\Program Files (x86)\Valve\Steam\SteamApps\***\sourcesdk_content\cstrike\mapsrc\zm_point_zero\zm_point_zero.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\***\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\valve\steam\steamapps\***\counter-strike source\cstrike" "C:\Program Files (x86)\Valve\Steam\SteamApps\***\sourcesdk_content\cstrike\mapsrc\zm_point_zero\zm_point_zero"

Valve Software - vvis.exe (Jun 8 2010)
4 threads
reading c:\program files (x86)\valve\steam\steamapps\***\sourcesdk_content\cstrike\mapsrc\zm_point_zero\zm_point_zero.bsp
reading c:\program files (x86)\valve\steam\steamapps\***\sourcesdk_content\cstrike\mapsrc\zm_point_zero\zm_point_zero.prt
79 portalclusters
186 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 (0)
Optimized: 1 visible clusters (0.00%)
Total clusters visible: 2462
Average clusters visible: 31
Building PAS...
Average clusters audible: 63
visdatasize:2199 compressed from 2528
writing c:\program files (x86)\valve\steam\steamapps\***\sourcesdk_content\cstrike\mapsrc\zm_point_zero\zm_point_zero.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\***\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\valve\steam\steamapps\***\counter-strike source\cstrike" "C:\Program Files (x86)\Valve\Steam\SteamApps\***\sourcesdk_content\cstrike\mapsrc\zm_point_zero\zm_point_zero"

Valve Software - vrad.exe SSE (Jun 8 2010)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\valve\steam\steamapps\***\sourcesdk_content\cstrike\mapsrc\zm_point_zero\zm_point_zero.bsp
Setting up ray-trace acceleration structure... Done (0.47 seconds)
1603 faces
2 degenerate faces
46472 square feet [6692063.00 square inches]
9 Displacements
1752 Square Feet [252293.22 Square Inches]
1601 patches before subdivision
9471 patches after subdivision
111 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 1005371, max 436
transfer lists: 7.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(18861, 17189, 11679)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2284, 1991, 1143)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(381, 321, 161)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(77, 60, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(20, 13, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(6, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0120 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 11/1024 528/49152 ( 1.1%)
brushes 535/8192 6420/98304 ( 6.5%)
brushsides 3513/65536 28104/524288 ( 5.4%)
planes 1108/65536 22160/1310720 ( 1.7%)
vertexes 3442/65536 41304/786432 ( 5.3%)
nodes 287/65536 9184/2097152 ( 0.4%)
texinfos 122/12288 8784/884736 ( 1.0%)
texdata 31/2048 992/65536 ( 1.5%)
dispinfos 9/0 1584/0 ( 0.0%)
disp_verts 337/0 6740/0 ( 0.0%)
disp_tris 480/0 960/0 ( 0.0%)
disp_lmsamples 5488/0 5488/0 ( 0.0%)
faces 1603/65536 89768/3670016 ( 2.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1393/65536 78008/3670016 ( 2.1%)
leaves 299/65536 9568/2097152 ( 0.5%)
leaffaces 1954/65536 3908/131072 ( 3.0%)
leafbrushes 791/65536 1582/131072 ( 1.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 13805/512000 55220/2048000 ( 2.7%)
edges 9566/256000 38264/1024000 ( 3.7%)
LDR worldlights 111/8192 9768/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 265/32768 2650/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5253/65536 10506/131072 ( 8.0%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 218108/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2199/16777216 ( 0.0%)
entdata [variable] 38518/393216 ( 9.8%)
LDR ambient table 299/65536 1196/262144 ( 0.5%)
HDR ambient table 299/65536 1196/262144 ( 0.5%)
LDR leaf ambient 876/65536 24528/1835008 ( 1.3%)
HDR leaf ambient 299/65536 8372/1835008 ( 0.5%)
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] 1/3236 ( 0.0%)
pakfile [variable] 424708/0 ( 0.0%)
physics [variable] 188270/4194304 ( 4.5%)
physics terrain [variable] 591/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 5066
Writing c:\program files (x86)\valve\steam\steamapps\***\sourcesdk_content\cstrike\mapsrc\zm_point_zero\zm_point_zero.bsp
12 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Valve\Steam\SteamApps\***\sourcesdk_content\cstrike\mapsrc\zm_point_zero\zm_point_zero.bsp" "c:\program files (x86)\valve\steam\steamapps\***\counter-strike source\cstrike\maps\zm_point_zero.bsp"

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Dieser Beitrag wurde am 13.07.2010 um 13:15 von Sunshine bearbeitet.
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