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DerMapper
11.08.2008, 22:49
hi ich hab da noch ein proplem man sieht.Nicht alle props wo ich in die map mache.In game.









* Executing...
** Command: "d:\programme\steam\steamapps\acc\sourcesdk\bin\ora ngebox\bin\vbsp.exe"
** Parameters: -game "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2" "D:\Programme\Steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2\materials
Loading D:\Programme\Steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-3149.02 -174.68 31.87) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 1407.5 -64.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 1791.5 -64.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 1920.0 511.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 1408.0 1160.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 1920.0 1159.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1536.0 520.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 2048.0 520.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 512.0 -64.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (6137 bytes)
Static prop models/props_foliage/tree_pine_large.mdl outside the map (-1490.79, -1268.70, 73.28)
Static prop models/props_foliage/tree_pine_large.mdl outside the map (-1164.91, -926.19, 160.00)
Static prop models/props_foliage/tree_pine_large.mdl outside the map (-1758.60, -1303.43, 95.74)
Static prop models/props_foliage/forestrock_cluster01.mdl outside the map (-2172.04, -692.54, 72.55)
Static prop models/props_foliage/tree_pine_large.mdl outside the map (-2181.20, 1310.80, 89.70)
Static prop models/props_foliage/forestrock_cluster01.mdl outside the map (-1566.62, -120.69, 133.57)
Static prop models/props_foliage/fallentree01.mdl outside the map (-2382.45, -548.09, 176.00)
Static prop models/props_foliage/forestrock_cluster01.mdl outside the map (-2920.52, -908.27, 127.81)
Static prop models/props_foliage/fallentree01.mdl outside the map (-1053.63, -1427.50, 84.72)
Static prop models/props_foliage/forestrock_cluster01.mdl outside the map (-278.53, -1424.00, 61.97)
Static prop models/props_foliage/forestrock_cluster01.mdl outside the map (-864.00, -272.00, 400.00)
Static prop models/props_foliage/forestrock_cluster01.mdl outside the map (-485.33, 1163.62, 70.42)
Static prop models/props_foliage/forestrock_cluster01.mdl outside the map (-1469.90, 1435.11, 92.26)
Static prop models/props_foliage/fallentree01.mdl outside the map (-1455.23, 795.88, 97.14)
Static prop models/props_foliage/fallentree01.mdl outside the map (-1761.00, -1020.49, 91.03)
Error! To use model "models/props_foliage/rock_forest01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/rock_forest01.mdl"!
Static prop models/props_foliage/fallentree01.mdl outside the map (-1885.45, 1376.00, 101.26)
Static prop models/props_foliage/fallentree01.mdl outside the map (-215.75, 946.60, 73.38)
Static prop models/props_foliage/tree_pine06.mdl outside the map (-1091.03, 1194.09, 128.00)
Static prop models/props_foliage/tree_pine06.mdl outside the map (-694.37, -1120.00, 119.92)
Static prop models/props_foliage/tree_pine06.mdl outside the map (-1536.70, -655.67, 58.58)
Static prop models/props_foliage/tree_pine06.mdl outside the map (-1780.64, 703.20, 103.50)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 24 texinfos to 18
Reduced 8 texdatas to 7 (255 bytes to 194)
Writing D:\Programme\Steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest.bsp
1 second elapsed

** Executing...
** Command: "d:\programme\steam\steamapps\acc\sourcesdk\bin\ora ngebox\bin\vvis.exe"
** Parameters: -game "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2" "D:\Programme\Steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading d:\programme\steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest.bsp
reading d:\programme\steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest.prt
LoadPortals: couldn't read d:\programme\steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest.prt


** Executing...
** Command: "d:\programme\steam\steamapps\acc\sourcesdk\bin\ora ngebox\bin\vrad.exe"
** Parameters: -both -game "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2" "D:\Programme\Steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:\programme\steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.39 seconds)
216 faces
408494 square feet [58823208.00 square inches]
7 Displacements
94841 Square Feet [13657175.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<-0.0056 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 15/8192 180/98304 ( 0.2%)
brushsides 90/65536 720/524288 ( 0.1%)
planes 134/65536 2680/1310720 ( 0.2%)
vertexes 306/65536 3672/786432 ( 0.5%)
nodes 214/65536 6848/2097152 ( 0.3%)
texinfos 18/12288 1296/884736 ( 0.1%)
texdata 7/2048 224/65536 ( 0.3%)
dispinfos 7/0 1232/0 ( 0.0%)
disp_verts 2023/0 40460/0 ( 0.0%)
disp_tris 3584/0 7168/0 ( 0.0%)
disp_lmsamples 93932/0 93932/0 ( 0.0%)
faces 216/65536 12096/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 82/65536 4592/3670016 ( 0.1%)
leaves 216/65536 6912/2097152 ( 0.3%)
leaffaces 211/65536 422/131072 ( 0.3%)
leafbrushes 75/65536 150/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1275/512000 5100/2048000 ( 0.2%)
edges 686/256000 2744/1024000 ( 0.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 60/65536 120/131072 ( 0.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 110128/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1236/393216 ( 0.3%)
LDR ambient table 216/65536 864/262144 ( 0.3%)
HDR ambient table 216/65536 864/262144 ( 0.3%)
LDR leaf ambient 145/65536 4060/1835008 ( 0.2%)
HDR leaf ambient 216/65536 6048/1835008 ( 0.3%)
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] 1/271116 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/1082 ( 0.1%)
pakfile [variable] 211627/0 ( 0.0%)
physics [variable] 6137/4194304 ( 0.1%)
physics terrain [variable] 3250/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 515
Writing d:\programme\steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest.bsp
7 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:\programme\steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.40 seconds)
216 faces
408494 square feet [58823208.00 square inches]
7 Displacements
94841 Square Feet [13657175.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<-0.0054 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 15/8192 180/98304 ( 0.2%)
brushsides 90/65536 720/524288 ( 0.1%)
planes 134/65536 2680/1310720 ( 0.2%)
vertexes 306/65536 3672/786432 ( 0.5%)
nodes 214/65536 6848/2097152 ( 0.3%)
texinfos 18/12288 1296/884736 ( 0.1%)
texdata 7/2048 224/65536 ( 0.3%)
dispinfos 7/0 1232/0 ( 0.0%)
disp_verts 2023/0 40460/0 ( 0.0%)
disp_tris 3584/0 7168/0 ( 0.0%)
disp_lmsamples 93932/0 93932/0 ( 0.0%)
faces 216/65536 12096/3670016 ( 0.3%)
hdr faces 216/65536 12096/3670016 ( 0.3%)
origfaces 82/65536 4592/3670016 ( 0.1%)
leaves 216/65536 6912/2097152 ( 0.3%)
leaffaces 211/65536 422/131072 ( 0.3%)
leafbrushes 75/65536 150/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1275/512000 5100/2048000 ( 0.2%)
edges 686/256000 2744/1024000 ( 0.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 60/65536 120/131072 ( 0.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 110128/0 ( 0.0%)
HDR lightdata [variable] 110128/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1236/393216 ( 0.3%)
LDR ambient table 216/65536 864/262144 ( 0.3%)
HDR ambient table 216/65536 864/262144 ( 0.3%)
LDR leaf ambient 145/65536 4060/1835008 ( 0.2%)
HDR leaf ambient 145/65536 4060/1835008 ( 0.2%)
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] 1/271116 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/1082 ( 0.1%)
pakfile [variable] 211627/0 ( 0.0%)
physics [variable] 6137/4194304 ( 0.1%)
physics terrain [variable] 3250/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 515
Writing d:\programme\steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest.bsp
7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Programme\Steam\steamapps\acc\garrysmod\garrysm od\maps\gm_forest.bsp" "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2\maps\gm_forest.bsp"


** Executing...
** Command: "d:\programme\steam\steamapps\acc\half-life 2 episode two\hl2.exe"
** Parameters: -game "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2" -dev -console -allowdebug -game +map "gm_forest"

WeltEnSTurm
11.08.2008, 22:50
Hähä das wird was :gmod:


Probier mal statt prop_static prop dynamic.
Manche models sind nicht für static compiliert.

DerMapper
11.08.2008, 22:51
Und welche.

A.I.
11.08.2008, 22:52
**** leaked ****
Entity prop_static (-3149.02 -174.68 31.87) leaked!

:roll:

WeltEnSTurm
11.08.2008, 22:52
Die die man ingame nicht sieht.
Dein Geist ist stumpf.

A.I.
11.08.2008, 22:53
Die die man ingame nicht sieht.
Dein Geist ist stumpf.

Schon, dass die Map leaked ist, hat dafür nen Grund.

DerMapper
11.08.2008, 22:54
Und wie mach ich das weg.

A.I.
11.08.2008, 22:55
Hammer > View > Go to Coordinates "-3149.02 -174.68 31.87"
Hammer > Map > Load Point file..

Dann der roten Linie vom cycler folgen und er Leak ist gefunden.

DerMapper
11.08.2008, 22:56
Gibt es da irgent was wo ein anzeigt wo die lüke ist.

€r!k
11.08.2008, 22:57
Leaks sind aber nicht für das Fehlen von Models verantwortlich.

A.I.
11.08.2008, 22:59
Leaks sind aber nicht für das Fehlen von Models verantwortlich.

Wer weis...

Erstmal sollte man die Map vollständig abdichten.
Glas macht man ja auch erst ganz, bevor man den Apfelsaft reinschüttet.

DerMapper
11.08.2008, 23:07
So ist gestopft mann sieht aber imer noch nicht alles props.

€r!k
11.08.2008, 23:10
Naja dann tu doch einfach mal, was schon gesagt wurde: Andere Entity Typen nutzen. Nicht jedes Objekt kann man als prop_static, dynamic oder physic spawnen.

WeltEnSTurm
11.08.2008, 23:38
Glas macht man ja auch erst ganz, bevor man den Apfelsaft reinschüttet.

Aber Gegenständen im Glas sind es egal ob das Glas Löcher hat oder nicht.

DerMapper
11.08.2008, 23:41
So jetzt sehe ich alles ausser das wasser.Von oben sehe ich es nicht aber von unten und ich hab kein leak.

€r!k
11.08.2008, 23:51
Hast du alles nodraw und nur oben Wasser drauf? Hast du keine _benath oder _dx7 Textur genutzt? Hast du bei einem env_cubemap die Oberfläche zugewiesen, hast du mit VIS compiled?

DerMapper
11.08.2008, 23:56
Ich habnodraw genomen.Und wie meinst du das mit dx7 und der anderen endung.Und wie soll ich vis machen

A.I.
12.08.2008, 00:10
....

http://www.thewall.de/content/half-life_2:tutorials

WeltEnSTurm
12.08.2008, 00:17
Ich habnodraw genomen.Und wie meinst du das mit dx7 und der anderen endung.Und wie soll ich vis machen

Lern mal mappen junge und bestell dir schnell nen anderen namen

hey Wolf!
12.08.2008, 10:55
Du das Problem haben Mr. Jack und ich auch... nur dumm is das wir alles was du erwähnt hast gemacht haben... :mad:

DerMapper
12.08.2008, 18:34
ok dann mache ich ne map ohne wasser.

€r!k
12.08.2008, 18:37
Ganz ehrlich: Als ich damals vor 3 Jahren mit mappen angefangen hatte, fand ich das Tutorial auf thewall richtig scheiße. Es ist einfach mist erklärt.

Seko
12.08.2008, 18:38
Jop , Haradirki ftw.




http://www.haradirki.de/hl2/