Hi all

Hab ein neues problem und zwar wird die Wassertextur nicht korrekt dargestellt, wenn ich aus einem bestimmten Winkel von oben drauf kucke dann sieht das so aus, als ob die Wassertextur etwas nach oben springt und dabei wird auch das Displacement falsch dargestellt, welches sich im Wasser Brush befindet aber seht euch die Pics an das denke ich macht die ganze Sache anschaulicher Ich habe keine Leaks in meiner Map und habe auch alles beachtet in sachen Wasser erstellen ..... ich kann mir kein Reim drauf machen woran das liegt ich hoffe ihr könnt mir helfen.

PROBLEM:

so ganz normal wie es sein soll:


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Sobald ich den Blickwinkel auch nur etwas nach links oder rechts verändere kommt das hier:



Wie man hier sieht, kann man aufeinmal displace. sehen was eigentlich nicht zu sehen sein sollte




hier noch die Log aber ich konnte nix finden:
Code:

materialPath: c:\programme\valve\steam\steamapps\darkwolf626\counter-strike source\cstrike\materials
Loading C:\Programme\Valve\Steam\SteamApps\darkwolf626\counter-strike source\cstrike\maps\cs_mountain_main_alpha.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 124 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Programme\Valve\Steam\SteamApps\darkwolf626\counter-strike source\cstrike\maps\cs_mountain_main_alpha.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt"
Can't load skybox file skybox/sky_day03_06 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) (480514 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (1527282 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 237 texinfos to 134
Reduced 14 texdatas to 12 (454 bytes to 323)
Writing C:\Programme\Valve\Steam\SteamApps\darkwolf626\counter-strike source\cstrike\maps\cs_mountain_main_alpha.bsp
3 seconds elapsed



2 threads
reading c:\programme\valve\steam\steamapps\darkwolf626\counter-strike source\cstrike\maps\cs_mountain_main_alpha.bsp
reading c:\programme\valve\steam\steamapps\darkwolf626\counter-strike source\cstrike\maps\cs_mountain_main_alpha.prt
  68 portalclusters
 195 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4568
Average clusters visible: 67
Building PAS...
Average clusters audible: 68
visdatasize:1772  compressed from 2176
writing c:\programme\valve\steam\steamapps\darkwolf626\counter-strike source\cstrike\maps\cs_mountain_main_alpha.bsp
1 second elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\programme\valve\steam\steamapps\darkwolf626\counter-strike source\cstrike\maps\cs_mountain_main_alpha.bsp
515 faces
2 degenerate faces
420187 square feet [60507060.00 square inches]
140 displacements
254958 square feet [36714004.00 square inches]
513 patches before subdivision
12912 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 433074, max 320
transfer lists:   3.3 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(9341, 4089, 2453)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(363, 138, 70)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(22, 7, 3)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0343 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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                   1/1024           48/49152    ( 0.1%) 
brushes                 50/8192          600/98304    ( 0.6%) 
brushsides            1126/65536        9008/524288   ( 1.7%) 
planes                2998/65536       59960/1310720  ( 4.6%) 
vertexes               880/65536       10560/786432   ( 1.3%) 
nodes                  159/65536        5088/2097152  ( 0.2%) 
texinfos               134/12288        9648/884736   ( 1.1%) 
texdata                 12/2048          384/65536    ( 0.6%) 
dispinfos              140/0           24640/0        ( 0.0%) 
disp_verts            4820/0           96400/0        ( 0.0%) 
disp_tris             6880/0           13760/0        ( 0.0%) 
disp_lmsamples      467528/0          467528/0        ( 0.0%) 
faces                  515/65536       28840/3670016  ( 0.8%) 
origfaces              372/65536       20832/3670016  ( 0.6%) 
leaves                 161/65536        5152/2097152  ( 0.2%) 
leaffaces              450/65536         900/131072   ( 0.7%) 
leafbrushes            141/65536         282/131072   ( 0.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             3939/512000      15756/2048000  ( 0.8%) 
edges                 2404/256000       9616/1024000  ( 0.9%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             48/32768         480/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           963/65536        1926/131072   ( 1.5%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      667584/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        1772/16777216 ( 0.0%) 
entdata               [variable]         628/393216   ( 0.2%) 
LDR leaf ambient       161/65536        3864/1572864  ( 0.2%) 
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]           1/204      ( 0.5%) 
pakfile               [variable]       15127/0        ( 0.0%) 

Win32 Specific Data:
physics               [variable]      480514/4194304  (11.5%) 
==== Total Win32 BSP file data space used: 1951107 bytes ====

Linux Specific Data:
physicssurface        [variable]     1527282/6291456  (24.3%) 
==== Total Linux BSP file data space used: 2997875 bytes ====

Total triangle count: 1423
Writing c:\programme\valve\steam\steamapps\darkwolf626\counter-strike source\cstrike\maps\cs_mountain_main_alpha.bsp
1 minute, 44 seconds elapsed





THX für alle antworten
MFG