Ok danke ihr beiden
werde mal schauen wie ich es einbauen kann.
Danke für eure hilfe
[edit wegen doppelpost von tadaaaa maddi04]
Nun hae ich nen Block erstellt und ihn die funktion func_button gegeben damit ich mit ihn die wände Toggeln kann
lasse Compielen
Code:
** Executing...
** Command: "e:\steam\steamapps\maddi04\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\steam\steamapps\maddi04\half-life 2\hl2" "E:\Steam\SteamApps\maddi04\sourcesdk_content\hl2\mapsrc\pool"
Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: e:\steam\steamapps\maddi04\half-life 2\hl2\materials
Loading E:\Steam\SteamApps\maddi04\sourcesdk_content\hl2\mapsrc\pool.vmf
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Steam\SteamApps\maddi04\sourcesdk_content\hl2\mapsrc\pool.prt...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) (73557 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (151242 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 78 texinfos to 65
Reduced 17 texdatas to 16 (408 bytes to 351)
Writing E:\Steam\SteamApps\maddi04\sourcesdk_content\hl2\mapsrc\pool.bsp
4 seconds elapsed
Memory leak: mempool blocks left in memory: 4
** Executing...
** Command: "e:\steam\steamapps\maddi04\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\maddi04\half-life 2\hl2" "E:\Steam\SteamApps\maddi04\sourcesdk_content\hl2\mapsrc\pool"
Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading e:\steam\steamapps\maddi04\sourcesdk_content\hl2\mapsrc\pool.bsp
reading e:\steam\steamapps\maddi04\sourcesdk_content\hl2\mapsrc\pool.prt
215 portalclusters
638 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (10)
Optimized: 51 visible clusters (0.00%)
Total clusters visible: 27836
Average clusters visible: 129
Building PAS...
Average clusters audible: 214
visdatasize:13308 compressed from 13760
writing e:\steam\steamapps\maddi04\sourcesdk_content\hl2\mapsrc\pool.bsp
11 seconds elapsed
** Executing...
** Command: "e:\steam\steamapps\maddi04\sourcesdk\bin\vrad.exe"
** Parameters: -game "e:\steam\steamapps\maddi04\half-life 2\hl2" "E:\Steam\SteamApps\maddi04\sourcesdk_content\hl2\mapsrc\pool"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading e:\steam\steamapps\maddi04\sourcesdk_content\hl2\mapsrc\pool.bsp
656 faces
202841 square feet [29209128.00 square inches]
1 displacements
19238 square feet [2770392.75 square inches]
656 patches before subdivision
15330 patches after subdivision
61 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (31)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 1362140, max 476
transfer lists: 10.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(28513, 26642, 24885)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(6093, 5498, 4996)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1631, 1443, 1276)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(424, 363, 311)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(112, 93, 76)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(30, 24, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(8, 6, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0164 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 107/8192 1284/98304 ( 1.3%)
brushsides 644/65536 5152/524288 ( 1.0%)
planes 398/65536 7960/1310720 ( 0.6%)
vertexes 1307/65536 15684/786432 ( 2.0%)
nodes 455/65536 14560/2097152 ( 0.7%)
texinfos 65/12288 4680/884736 ( 0.5%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 12875/0 12875/0 ( 0.0%)
faces 656/65536 36736/3670016 ( 1.0%)
origfaces 353/65536 19768/3670016 ( 0.5%)
leaves 462/65536 14784/2097152 ( 0.7%)
leaffaces 783/65536 1566/131072 ( 1.2%)
leafbrushes 236/65536 472/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4505/512000 18020/2048000 ( 0.9%)
edges 2562/256000 10248/1024000 ( 1.0%)
LDR worldlights 60/8192 5280/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 35/32768 350/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 645/65536 1290/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 601112/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 13308/16777216 ( 0.1%)
entdata [variable] 18437/393216 ( 4.7%)
LDR leaf ambient 462/65536 11088/1572864 ( 0.7%)
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] 1/746 ( 0.1%)
pakfile [variable] 7524/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 73557/4194304 ( 1.8%)
==== Total Win32 BSP file data space used: 903533 bytes ====
Linux Specific Data:
physicssurface [variable] 151242/6291456 ( 2.4%)
==== Total Linux BSP file data space used: 981218 bytes ====
Total triangle count: 1780
Writing e:\steam\steamapps\maddi04\sourcesdk_content\hl2\mapsrc\pool.bsp
41 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "E:\Steam\SteamApps\maddi04\sourcesdk_content\hl2\mapsrc\pool.bsp" "e:\steam\steamapps\maddi04\half-life 2\hl2\maps\pool.bsp"
** Executing...
** Command: "e:\steam\steamapps\maddi04\half-life 2\hl2.exe"
** Parameters: -game "e:\steam\steamapps\maddi04\half-life 2\hl2" +map "pool"
und spiel Starten und dann dass:
Link zur map: HIER