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Thema: Fehler mit einem Brush

  1. #1
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    Fehler mit einem Brush

    Hallo ich habe einen Fehler in meiner Map. Irgendwie ist der Orange Brush in der Map, obwohl ich ihn nicht erstellt habe und es ihn nicht gibt in der VmF.
    Der Orange Brush kann nicht da sein und der Grüne







    Danke schonmal


    Spoiler:

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\nightfight90\sourcesdk\bin\o rangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\nightfight90\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\nightfight90\sourcesdk_conte nt\cstrike\mapsrc\sliderace_neuumgeschrieben.vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    2 threads
    materialPath: c:\program files\steam\steamapps\nightfight90\counter-strike source\cstrike\materials
    Loading C:\Program Files\Steam\steamapps\nightfight90\sourcesdk_conte nt\cstrike\mapsrc\sliderace_neuumgeschrieben.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Could not locate 'GameData' key in c:\program files\steam\steamapps\nightfight90\counter-strike source\cstrike\gameinfo.txt
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity info_player_terrorist (-13636.10 -15397.50 129.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-12288.0 -7680.0 368.0)
    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 (-11264.0 -7680.0 368.0)
    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 (-11424.0 -7168.0 368.0)
    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 (-11936.0 -7168.0 792.0)
    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 (-11936.0 -7168.0 344.0)
    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 (-14336.0 -7680.0 -72.0)
    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 (-14336.0 -7680.0 808.0)
    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 (-15264.0 -7168.0 368.0)
    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:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1698 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    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 (1) (984283 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 2051 texinfos to 1481
    Reduced 8 texdatas to 8 (163 bytes to 163)
    Writing C:\Program Files\Steam\steamapps\nightfight90\sourcesdk_conte nt\cstrike\mapsrc\sliderace_neuumgeschrieben.bsp
    4 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\nightfight90\sourcesdk\bin\o rangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\nightfight90\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\nightfight90\sourcesdk_conte nt\cstrike\mapsrc\sliderace_neuumgeschrieben"

    Valve Software - vvis.exe (Jul 7 2010)
    2 threads
    reading c:\program files\steam\steamapps\nightfight90\sourcesdk_conte nt\cstrike\mapsrc\sliderace_neuumgeschrieben.bsp
    reading c:\program files\steam\steamapps\nightfight90\sourcesdk_conte nt\cstrike\mapsrc\sliderace_neuumgeschrieben.prt
    LoadPortals: couldn't read c:\program files\steam\steamapps\nightfight90\sourcesdk_conte nt\cstrike\mapsrc\sliderace_neuumgeschrieben.prt


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\nightfight90\sourcesdk\bin\o rangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\nightfight90\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\nightfight90\sourcesdk_conte nt\cstrike\mapsrc\sliderace_neuumgeschrieben"

    Valve Software - vrad.exe SSE (Jul 7 2010)

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

    Loading c:\program files\steam\steamapps\nightfight90\sourcesdk_conte nt\cstrike\mapsrc\sliderace_neuumgeschrieben.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (2.35 seconds)
    12313 faces
    8 degenerate faces
    6219573 square feet [895618560.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    47 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (31)
    Build Patch/Sample Hash Table(s).....Done<0.1537 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (62)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 242/1024 11616/49152 (23.6%)
    brushes 2218/8192 26616/98304 (27.1%)
    brushsides 17818/65536 142544/524288 (27.2%)
    planes 6966/65536 139320/1310720 (10.6%)
    vertexes 18559/65536 222708/786432 (28.3%)
    nodes 5243/65536 167776/2097152 ( 8.0%)
    texinfos 1481/12288 106632/884736 (12.1%)
    texdata 8/2048 256/65536 ( 0.4%)
    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 12313/65536 689528/3670016 (18.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 8347/65536 467432/3670016 (12.7%)
    leaves 5486/65536 175552/2097152 ( 8.4%)
    leaffaces 13564/65536 27128/131072 (20.7%)
    leafbrushes 3609/65536 7218/131072 ( 5.5%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 97447/512000 389788/2048000 (19.0%)
    edges 53328/256000 213312/1024000 (20.8%)
    LDR worldlights 47/8192 4136/720896 ( 0.6%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1347/32768 13470/327680 ( 4.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 20010/65536 40020/131072 (30.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 4657612/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 60181/393216 (15.3%)
    LDR ambient table 5486/65536 21944/262144 ( 8.4%)
    HDR ambient table 5486/65536 21944/262144 ( 8.4%)
    LDR leaf ambient 14200/65536 397600/1835008 (21.7%)
    HDR leaf ambient 5486/65536 153608/1835008 ( 8.4%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 105735/0 ( 0.0%)
    physics [variable] 984283/4194304 (23.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 36084
    Writing c:\program files\steam\steamapps\nightfight90\sourcesdk_conte nt\cstrike\mapsrc\sliderace_neuumgeschrieben.bsp
    1 minute, 43 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\nightfight90\sourcesdk_conte nt\cstrike\mapsrc\sliderace_neuumgeschrieben.bsp" "c:\program files\steam\steamapps\nightfight90\counter-strike source\cstrike\maps\sliderace_neuumgeschrieben.bsp "


    ** Executing...
    ** Command: c:\program files\steam\steam.exe
    ** Parameters: -applaunch 240 -game "c:\program files\steam\steamapps\nightfight90\counter-strike source\cstrike" +map "sliderace_neuumgeschrieben"

    Sry ging nich mit Spoiler
    Geändert von BaShoR (17.03.2011 um 03:12:02 Uhr) Grund: gespoilert

  2. #2
    Mitglied Avatar von EZ-one
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    Poste mal dein Compile Log!
    Mfg ΞZ-one

  3. #3
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    jo ist drine
    die 5 oda so fehler waren vorher schon da als das nich kamm

  4. #4
    Erfahrenes Mitglied Avatar von Ikontflash
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    1.: Spoiler geht so: [spoiler]xxx[/spoiler]

    2.: Hau das Leak raus. Das kann für sonen Murks verantwortlich sein.
    Aber das kann manchmal auch Fehler "verschleiern", d.h. wenn es raus ist, zeigt der Log auf einmal noch neue Fehler.
    Also mach das Leak raus, guck wie es dann aussieht und wenn es noch da ist, postest du den neuen Log, aber im Spoiler.
    Gott soll Himmel und Erde an 7 Tagen erschaffen haben...
    Unmöglich! So schnell mappen kann keiner.

  5. #5
    Super-Duper-Moderator Avatar von Ricetlin
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    @Ikontflash:
    Ein Leak? Neee sowas macht ein Leak nicht, aber klar, das muss auch raus.
    Dafür ist sind vermurkste Brushes verantwortllich: 8 degenerate faces

    Da hilft nur die betroffenen Brushes rauslöschen und neu machen (indem Fall also das rechte Symbol und zwar überall dort wo der Hintergrund durchscheint).
    Klicke auf die Grafik für eine größere Ansicht 

Name:	fehlerk.jpg 
Hits:	38 
Größe:	24,9 KB 
ID:	1419
    Geändert von Ricetlin (17.03.2011 um 06:50:05 Uhr)

  6. #6
    Spender Avatar von Jacky
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    Trotzdem erst mal das leak killen. Die degenerate face müssen auch nicht der fehler sein. Den fehler sieht man bestimmt im log wenn das leak weg ist

  7. #7
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    Oki mache ich heute so. Danke Nochmal an All and Jacky,Raistlin,Ikontflash,ez-one

    Zusammenführung durch Raistlin:
    So habe die orangen brushes^^ ma neu gemacht nur jetzt ist der orange brush grün und etwas niedriger
    Geändert von Ricetlin (17.03.2011 um 21:39:26 Uhr)

  8. #8
    Moderator Avatar von Dmx6
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    Leak beseitigt? Wenn ja den aktuellen Compile-log bitte hochladen.

  9. #9
    Super-Duper-Moderator Avatar von Ricetlin
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    Und bitte demnächst Doppelposts vermeiden.

    Mfg
    Raistlin

  10. #10
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    In Ordnung die Compile daten kommen später

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