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Fun47
27.03.2006, 19:35
Hi, ich habe den fehler hier mit dem wasser: http://img353.imageshack.us/my.php?image=schwimmbad00021tw.jpg













hier der compile bericht:



** Executing...
** Command: "c:\programme\steam\steamapps\xxxx\sourcesdk\bin\vb sp.exe"
** Parameters: -game "c:\programme\steam\steamapps\xxx\half-life 2\hl2" "C:\Programme\Steam\SteamApps\SourceMods\gmod9\maps \Meine Maps\Schwimmbad"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\programme\steam\steamapps\xxxx\half-life 2\hl2\materials
Loading C:\Programme\Steam\SteamApps\SourceMods\gmod9\maps \Meine Maps\Schwimmbad.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 path_track (424.00 504.00 66.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1056.0, 1024.0, 416.0)
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 (1568.0, 1024.0, 416.0)
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 (1536.0, 2048.0, 416.0)
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 (2048.0, 1536.0, 416.0)
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 (416.0, 1024.0, -183.5)
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 (416.0, 1024.0, -87.5)
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 (416.0, 1024.0, 8.0)
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 (848.0, 1024.0, -183.5)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (31675 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (31675 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 93 texinfos to 87
Reduced 16 texdatas to 14 (415 bytes to 338)
Writing C:\Programme\Steam\SteamApps\SourceMods\gmod9\maps \Meine Maps\Schwimmbad.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 4

** Executing...
** Command: "c:\programme\steam\steamapps\xxx\sourcesdk\bin\vvi s.exe"
** Parameters: -game "c:\programme\steam\steamapps\xxx\half-life 2\hl2" "C:\Programme\Steam\SteamApps\SourceMods\gmod9\maps \Meine Maps\Schwimmbad"

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:\programme\steam\steamapps\sourcemods\gmod9\maps \meine maps\Schwimmbad.bsp
reading c:\programme\steam\steamapps\sourcemods\gmod9\maps \meine maps\Schwimmbad.prt
LoadPortals: couldn't read c:\programme\steam\steamapps\sourcemods\gmod9\maps \meine maps\Schwimmbad.prt


** Executing...
** Command: "c:\programme\steam\steamapps\xxx\sourcesdk\bin\vra d.exe"
** Parameters: -game "c:\programme\steam\steamapps\xxx\half-life 2\hl2" "C:\Programme\Steam\SteamApps\SourceMods\gmod9\maps \Meine Maps\Schwimmbad"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\programme\steam\steamapps\sourcemods\gmod9\maps \meine maps\Schwimmbad.bsp
No vis information, direct lighting only.
637 faces
200432 square feet [28862332.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table&#40;s&#41;.....Done<0.0260 sec>
FinalLightFace&#58; 0...1...2...3...4...5...6...7...8...9...10 &#40;0&#41;
FinalLightFace Done
Ready to Finish
0 of 0 &#40;0% of&#41; surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting&#58; 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 &#40; 0.3%&#41;
brushes 89/8192 1068/98304 &#40; 1.1%&#41;
brushsides 544/65536 4352/524288 &#40; 0.8%&#41;
planes 306/65536 6120/1310720 &#40; 0.5%&#41;
vertexes 924/65536 11088/786432 &#40; 1.4%&#41;
nodes 352/65536 11264/2097152 &#40; 0.5%&#41;
texinfos 87/12288 6264/884736 &#40; 0.7%&#41;
texdata 14/2048 448/65536 &#40; 0.7%&#41;
dispinfos 0/0 0/0 &#40; 0.0%&#41;
disp_verts 0/0 0/0 &#40; 0.0%&#41;
disp_tris 0/0 0/0 &#40; 0.0%&#41;
disp_lmsamples 0/0 0/0 &#40; 0.0%&#41;
faces 637/65536 35672/3670016 &#40; 1.0%&#41;
origfaces 293/65536 16408/3670016 &#40; 0.4%&#41;
leaves 356/65536 11392/2097152 &#40; 0.5%&#41;
leaffaces 771/65536 1542/131072 &#40; 1.2%&#41;
leafbrushes 172/65536 344/131072 &#40; 0.3%&#41;
areas 2/256 16/2048 &#40; 0.8%&#41;
surfedges 4224/512000 16896/2048000 &#40; 0.8%&#41;
edges 2354/256000 9416/1024000 &#40; 0.9%&#41;
LDR worldlights 0/8192 0/720896 &#40; 0.0%&#41;
HDR worldlights 0/8192 0/720896 &#40; 0.0%&#41;
waterstrips 58/32768 580/327680 &#40; 0.2%&#41;
waterverts 0/65536 0/786432 &#40; 0.0%&#41;
waterindices 891/65536 1782/131072 &#40; 1.4%&#41;
cubemapsamples 0/1024 0/16384 &#40; 0.0%&#41;
overlays 0/512 0/180224 &#40; 0.0%&#41;
LDR lightdata &#91;variable&#93; 916284/0 &#40; 0.0%&#41;
HDR lightdata &#91;variable&#93; 0/0 &#40; 0.0%&#41;
visdata &#91;variable&#93; 0/16777216 &#40; 0.0%&#41;
entdata &#91;variable&#93; 1690/393216 &#40; 0.4%&#41;
LDR leaf ambient 356/65536 8544/1572864 &#40; 0.5%&#41;
HDR leaf ambient 0/65536 0/1572864 &#40; 0.0%&#41;
occluders 0/0 0/0 &#40; 0.0%&#41;
occluder polygons 0/0 0/0 &#40; 0.0%&#41;
occluder vert ind 0/0 0/0 &#40; 0.0%&#41;
detail props &#91;variable&#93; 1/12 &#40; 8.3%&#41;
static props &#91;variable&#93; 1/12 &#40; 8.3%&#41;
pakfile &#91;variable&#93; 7540/0 &#40; 0.0%&#41;

Win32 Specific Data&#58;
physics &#91;variable&#93; 31675/4194304 &#40; 0.8%&#41;
==== Total Win32 BSP file data space used&#58; 1100531 bytes ====

Linux Specific Data&#58;
physicssurface &#91;variable&#93; 31675/6291456 &#40; 0.5%&#41;
==== Total Linux BSP file data space used&#58; 1100531 bytes ====

Total triangle count&#58; 1778
Writing c&#58;\programme\steam\steamapps\sourcemods\gmod9\maps \meine maps\Schwimmbad.bsp
2 seconds elapsed

** Executing...
** Command&#58; Copy File
** Parameters&#58; "C&#58;\Programme\Steam\SteamApps\SourceMods\gmod9\maps \Meine Maps\Schwimmbad.bsp" "c&#58;\programme\steam\steamapps\xxxx\half-life 2\hl2\maps\Schwimmbad.bsp"


** Executing...
** Command&#58; "c&#58;\programme\steam\steamapps\xxx\half-life 2\hl2.exe"
** Parameters&#58; -game "c&#58;\programme\steam\steamapps\xxx\half-life 2\hl2" +map "Schwimmbad"

&#91;/img&#93;

*DEAD*Pr0no0b
28.03.2006, 11:37
Hast vielleicht nen Leak?^^
Ne, guck ma unterhalb des Wassers, ob da irgendwo was nicht passt.

Pac_187
28.03.2006, 12:59
Oh hab ich ganz vergessen zu erwähnen--->dein Video-TUT ist zwar gut,
aber falsch :?

Das brauchst du alles:


-einen Brush der nur oben die Wassertextur hat und an allen anderen Seiten
die "nodraw" Textur.

-dann gehst du auf das Entitytool und wählst im Dropdownmenu "water_lod_control"
und klickst im 3D Fenster auf das Wasser.

-nun wählst du in der Liste "env_cubemap" aus und klickst auch wieder auf das
Wasser, gehe in die Einstellungen vom "env_cubemap" und trage bei "Brushfaces" halt das Wasser ein, in dem du auf "Pick" klickst und dann aufs Wasser.

Nur noch Compilieren und Fertig :wink:

Hier ist meine Beispielmap (ich weiß einwenig Dunkel): download (http://www.ihud.com/file.php?file=280306/1143547120/Wasser_beispiel.rar)

mfg Pac_187

Crazy8dy
28.03.2006, 13:12
Hast vielleicht nen Leak?^^
Ne, guck ma unterhalb des Wassers, ob da irgendwo was nicht passt.

soweit ich weis ist wen man ein leak hat das kaum zu übersehen im log
würde so aussehen^^

LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK
LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK
LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK LEAK

Fun47
28.03.2006, 15:56
mein tutorial ist nur standart ok das mit den lod control habe ich vergessen, aber das env_cubemap ist nicht so wichtig, weil es bei mir eh nicht geht (kein DX9)

€: und auserdem das mit dem nodraw zeige ich ok ^^

aMul
28.03.2006, 16:53
mein tutorial ist nur standart ok das mit den lod control habe ich vergessen, aber das env_cubemap ist nicht so wichtig, weil es bei mir eh nicht geht (kein DX9)
Du musst trotzdem für andere Spieler Cubemaps einbauen, weil es sonst extrem scheiße aussieht.
(Ausserdem glaube ich nicht das Cubmaps mit DX7 oder DX8 nicht gehen)

Wenn du weitere Fragen zum Thema Mapping hast, empfehle ich dir dich auf www.mapping-tutorials.de zu registrieren.
Dort bekommst du schnellere und bessere Hilfe als hier ;)

MfG
aMul

Crazy8dy
28.03.2006, 18:41
(Ausserdem glaube ich nicht das Cubmaps mit DX7 oder DX8 nicht gehen)



cubemaps gehen glaub ab dx8 und man sollte seine maps nicht auf ohne cubemaps stellen nur weil man keine dx9 graka hat gibt ja noch andere menschen auf der welt die gerne mal son cubemap haben wollen :lol:

Fun47
28.03.2006, 18:43
dann sollen sich bei mir melden ^^, nagut nächstes mal denke ich dran ^^

Scarecrow
28.03.2006, 21:16
Hey ne Graka die cubemaps nicht schafft, wird diese nicht anzeigen, auch wenn sie in der Map sind, also nichts falsches denken, schön Cubemaps bauen, ja :wink:

Seit dem 1. Update 2005 müssen Cubemaps nich mehr mit dem Befehl buildcubemaps in der Console gemacht werden, sind schon beim Compilen Drinn!!!

€r!k
29.03.2006, 14:21
hmmm jetzt zurück zum Thema

Das selbe Problem habe ich in ALL meinen Maps
woran liegt es?? am Cubemap??