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Hallo,
in meinem Compile-Log ist unter anderem folgendes aufgeführt:
waterindices 52977/65536 105954/131072 (80.8%) VERY FULL!
Nur, ich habe gar kein Wasser auf meiner Map und werde auch keines einfügen. Oder hat diese Zeile überhaupt nichts mit Wasser zu tun und welchen Grund gibt es hierfür?
Ausserdem noch folgendes Problem:
Error! prop_static using model "models/props_c17/signpole001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/signpole001.mdl"! Error! prop_static using model "models/props_c17/streetsign005b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/streetsign005b.mdl"!
Hierbei handelt es sich um 2 Verkehrschilder und entsprechendem Mast. Keine Ahnung was ich falsch gemacht habe oder anders machen muss, aber egal ob ich es als prop_static oder prop_physics etc. einstelle wird es rausgelöscht. Hat irgendjemand eine Idee was ich hier machen muss?
Anbei noch mein Compile-Log:
** Executing... ** Command: "c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike" "C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike\materials Loading C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.vmf fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1178 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (7) writing C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day02_03rt" Can't load skybox file skybox/sky_day02_03 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 (2) (2063532 bytes) Error! prop_static using model "models/props_c17/signpole001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/signpole001.mdl"! Error! prop_static using model "models/props_c17/streetsign005b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/streetsign005b.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3200 texinfos to 2153 Reduced 149 texdatas to 143 (3593 bytes to 3407) Writing C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.bsp 21 seconds elapsed
** Executing... ** Command: "c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike" "C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test"
Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.bsp reading c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.prt 2050 portalclusters 4361 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (6332) Optimized: 3057 visible clusters (0.00%) Total clusters visible: 983259 Average clusters visible: 479 Building PAS... Average clusters audible: 1681 visdatasize:792248 compressed from 1082400 writing c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.bsp 1 hour, 45 minutes, 37 seconds elapsed
** Executing... ** Command: "c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike" "C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.bsp 17629 faces 1 degenerate faces 905366 square feet [130372752.00 square inches] 0 displacements 0 square feet [0.00 square inches] 17628 patches before subdivision 105506 patches after subdivision 6 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (377) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1060) transfers 45734931, max 4370 transfer lists: 348.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3) Bounce #1 added RGB(456369, 259059, 164329) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #2 added RGB(99766, 47644, 22549) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #3 added RGB(29620, 10212, 3981) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #4 added RGB(8422, 2549, 826) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #5 added RGB(2919, 710, 195) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #6 added RGB(983, 214, 49) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #7 added RGB(394, 69, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #8 added RGB(155, 23, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #9 added RGB(72, 8, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #10 added RGB(33, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #11 added RGB(18, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #12 added RGB(9, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #13 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #14 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #15 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #17 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.9860 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6) 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 28/1024 1344/49152 ( 2.7%) brushes 5769/8192 69228/98304 (70.4%) brushsides 36052/65536 288416/524288 (55.0%) planes 4712/65536 94240/1310720 ( 7.2%) vertexes 33497/65536 401964/786432 (51.1%) nodes 4963/65536 158816/2097152 ( 7.6%) texinfos 2153/12288 155016/884736 (17.5%) texdata 143/2048 4576/65536 ( 7.0%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 17629/65536 987224/3670016 (26.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 13653/65536 764568/3670016 (20.8%) leaves 4992/65536 159744/2097152 ( 7.6%) leaffaces 20287/65536 40574/131072 (31.0%) leafbrushes 8964/65536 17928/131072 (13.7%) areas 2/256 16/2048 ( 0.8%) surfedges 144893/512000 579572/2048000 (28.3%) edges 93857/256000 375428/1024000 (36.7%) LDR worldlights 6/8192 528/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 2394/32768 23940/327680 ( 7.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 52977/65536 105954/131072 (80.8%) VERY FULL! cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 50/512 17600/180224 ( 9.8%) LDR lightdata [variable] 3958700/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 792248/16777216 ( 4.7%) entdata [variable] 53981/393216 (13.7%) LDR leaf ambient 4992/65536 119808/1572864 ( 7.6%) 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] 1/27422 ( 0.0%) pakfile [variable] 21539/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 2063532/4194304 (49.2%) ==== Total Win32 BSP file data space used: 11256486 bytes ====
Total triangle count: 54725 Writing c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.bsp 24 minutes, 46 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.bsp" "c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike\maps\Test.bsp"
** Executing... ** Command: "c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\hl2.exe" ** Parameters: -game "c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike" +map "Test"
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