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Archiv verlassen und diese Seite im Standarddesign anzeigen : Sehe texturen dur die wand!!!!



IGELmitDEAGLE
07. Februar 2007, 18:31
Hi,
ich bin grad daran ne map zu bauen is auch alles super aber ich seh manche texturen durch die wand warum??:duden:

http://s6.bilder-hosting.de/img/8WBFM.jpg

hier hab ich noch den log

** Executing...
** Command: "d:\programme\steam\steamapps\typhoon55555\sourcesd k\bin\vbsp.exe"
** Parameters: -game "d:\programme\steam\steamapps\typhoon55555\counter-strike source\cstrike" "D:\Programme\Steam\steamapps\typhoon55555\sourcesd k_content\cstrike\mapsrc\1"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: d:\programme\steam\steamapps\typhoon55555\counter-strike source\cstrike\materials
Loading D:\Programme\Steam\steamapps\typhoon55555\sourcesd k_content\cstrike\mapsrc\1.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 (38)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (39)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (451.6, 126.7, 791.6)
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: Brush 1351:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (452.6, 132.8, 791.9)
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: Brush 1351:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1412 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing D:\Programme\Steam\steamapps\typhoon55555\sourcesd k_content\cstrike\mapsrc\1.prt...done (2)
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 (20) (524790 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 868 texinfos to 677
Reduced 21 texdatas to 18 (482 bytes to 402)
Writing D:\Programme\Steam\steamapps\typhoon55555\sourcesd k_content\cstrike\mapsrc\1.bsp
1 minute, 50 seconds elapsed

** Executing...
** Command: "d:\programme\steam\steamapps\typhoon55555\sourcesd k\bin\vvis.exe"
** Parameters: -game "d:\programme\steam\steamapps\typhoon55555\counter-strike source\cstrike" -fast "D:\Programme\Steam\steamapps\typhoon55555\sourcesd k_content\cstrike\mapsrc\1"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
2 threads
reading d:\programme\steam\steamapps\typhoon55555\sourcesd k_content\cstrike\mapsrc\1.bsp
reading d:\programme\steam\steamapps\typhoon55555\sourcesd k_content\cstrike\mapsrc\1.prt
5533 portalclusters
25492 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (177)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster

Optimized: 722091 visible clusters (0.00%)
Total clusters visible: 13291223
Average clusters visible: 2402
Building PAS...
Average clusters audible: 2694
visdatasize:3842429 compressed from 7701936
writing d:\programme\steam\steamapps\typhoon55555\sourcesd k_content\cstrike\mapsrc\1.bsp
6 minutes, 18 seconds elapsed

** Executing...
** Command: "d:\programme\steam\steamapps\typhoon55555\sourcesd k\bin\vrad.exe"
** Parameters: -game "d:\programme\steam\steamapps\typhoon55555\counter-strike source\cstrike" "D:\Programme\Steam\steamapps\typhoon55555\sourcesd k_content\cstrike\mapsrc\1"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\programme\steam\steamapps\typhoon55555\sourcesd k_content\cstrike\mapsrc\1.bsp
13048 faces
121 degenerate faces
688858 square feet [99195552.00 square inches]
0 displacements
0 square feet [0.00 square inches]
12927 patches before subdivision
35789 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (177)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (152)
transfers 9997250, max 2022
transfer lists: 76.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(102963, 107812, 5254)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1862, 1594, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(69, 62, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(2, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0588 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 6/1024 288/49152 ( 0.6%)
brushes 385/8192 4620/98304 ( 4.7%)
brushsides 14966/65536 119728/524288 (22.8%)
planes 34958/65536 699160/1310720 (53.3%)
vertexes 35313/65536 423756/786432 (53.9%)
nodes 7511/65536 240352/2097152 (11.5%)
texinfos 677/12288 48744/884736 ( 5.5%)
texdata 18/2048 576/65536 ( 0.9%)
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 13048/65536 730688/3670016 (19.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6946/65536 388976/3670016 (10.6%)
leaves 7518/65536 240576/2097152 (11.5%)
leaffaces 16301/65536 32602/131072 (24.9%)
leafbrushes 2717/65536 5434/131072 ( 4.1%)
areas 5/256 40/2048 ( 2.0%)
surfedges 99025/512000 396100/2048000 (19.3%)
edges 52511/256000 210044/1024000 (20.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 977/32768 9770/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13467/65536 26934/131072 (20.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1015420/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3842429/16777216 (22.9%)
entdata [variable] 11061/393216 ( 2.8%)
LDR leaf ambient 7518/65536 180432/1572864 (11.5%)
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] 1/2456 ( 0.0%)
pakfile [variable] 20576/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 524790/4194304 (12.5%)
==== Total Win32 BSP file data space used: 9173274 bytes ====

Total triangle count: 39314
Writing d:\programme\steam\steamapps\typhoon55555\sourcesd k_content\cstrike\mapsrc\1.bsp
5 minutes, 47 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Programme\Steam\steamapps\typhoon55555\sourcesd k_content\cstrike\mapsrc\1.bsp" "d:\programme\steam\steamapps\typhoon55555\counter-strike source\cstrike\maps\1.bsp"

Rambob
07. Februar 2007, 21:44
und zwar... das ist jetzt schwer zu erklären... ich selbst hab das bild jetzt nicht gesehn, geht irgendwie nicht

aber das hört sich danach an das du eine falsche texture benutzt hast, manche texturen sind zum beispiel nur für radar/decal oder sonstiges gedacht, wenn man die für einen brush benutzt scheint diese texture durch, ich bin nicht mehr so sicher was für ne texture das ist oder an was man die erkennt (lange nimmer den hammer angeschmissen) aber das isses... probier ne andere texture

Fahrenheit2
08. Februar 2007, 08:02
kann es an der skybox liegen? ich hatte auch oefters probleme mit durchsichtigen texturen aufgrund eines fehlers mit der skybox.
[hab den compilelog nicht durchgelesen]

IGELmitDEAGLE
08. Februar 2007, 16:56
so es geht jetzt wieder ;)

ich weiß nicht was es war aber ich habe einfach ein paar texturen in func_detail gemacht und dan ging es :lol: