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Thema: Partikeleffekt wird nicht geladen

  1. #1
    Super-Duper-Moderator Avatar von Ricetlin
    Registriert seit
    18.06.2010
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    2.694
    Renommee-Modifikator
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    Partikeleffekt wird nicht geladen

    Hallo allerseits,

    hab ein kleines Problem mit meinen Partikeleffekten und zwar wollen sich diese im Spiel nich anzeigen bzw. laden lassen.
    Ich habe leider keine Ahnung warum nicht, zumindest nen Tippfehler kann ich vollkommen ausschliessen weil L4D2 nen Partikel-Browser im Editor hat wo ich Partikeleffekte direkt auswählen kann.

    Hier der Ausschnitt aus der Console:
    Spoiler:

    ] sv_lan 1
    ] map de00_demomap
    ---- Host_NewGame ----
    Host_NewGame on map de00_demomap
    Executing listen server config file
    Initializing Director's script
    Commentary: Could not find commentary data file 'maps/de00_demomap_commentary.txt'.
    Initializing Director's script
    The nav mesh needs a full nav_analyze
    Sending UDP connect to public IP 127.0.0.1:27015
    Server using '<none>' lobbies, requiring pw no, lobby id 0
    RememberIPAddressForLobby: lobby 0 from address loopback
    CSteam3Client::InitiateConnection: loopback
    Creating dictionary de00_demomap
    VAC secure mode disabled.

    Left 4 Dead 2
    Map: de00_demomap
    Players: 1 (0 bots) / 4 humans
    Build: 4346
    Server Number: 2

    CAsyncWavDataCache: 9 .wavs total 0 bytes, 0.00 % of capacity
    Attempted to precache unknown particle system "de_firewall_160_20"!
    No pure server whitelist. sv_pure = 0
    Redownloading all lightmaps
    #Cstrike_TitlesTXT_Game_connected
    Receiving uncompressed update from server
    Attempting to create unknown particle system 'de_firewall_160_20'
    «GGp» 073 Raistlin unpaused the game
    «GGp» 073 Raistlin paused the game


    Hier der aktuelle Compile-Log (compiled auf "HDR Full compile -final (slow!)"):
    Spoiler:



    materialPath: d:\games\steam\steamapps\common\left 4 dead 2\left4dead2\materials
    Loading d:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\deadember\de00_demomap.vmf
    Patching WVT material: maps/de00_demomap/nature/blendrockleaves_wvt_patch
    Patching WVT material: maps/de00_demomap/nature/blend_grass_grass_02_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...10
    0...1...2...3...4...5...6...7...8...9...10
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 330 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing d:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\deadember\de00_demomap.prt... Building visibility clusters...
    done (0)
    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) (41965 bytes)
    Cannot build Physics2 data
    -----------
    DataLinker total stream size 0.0 KiB
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 218 texinfos to 151
    Reduced 17 texdatas to 14 (425 bytes to 328)
    Writing d:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\deadember\de00_demomap.bsp
    2 seconds elapsed



    2 threads
    reading d:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\deadember\de00_demomap.bsp
    max farz in all env_fog_controller entities: 3000.000000 (used for radial vis)
    reading d:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\deadember\de00_demomap.prt
    27 portalclusters
    93 numportals
    0...1...2...3...4...5...6...7...8...9...10
    0...1...2...3...4...5...6...7...8...9...10Optimize d: 0 visible clusters (0.00%)
    Total clusters visible: 729
    Average clusters visible: 27
    Building PAS...
    Average clusters audible: 27
    visdatasize:436 compressed from 432
    writing d:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\deadember\de00_demomap.bsp
    0 seconds elapsed



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

    Loading d:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\deadember\de00_demomap.bsp
    512 faces
    148238 square feet [21346396.00 square inches]
    8 Displacements
    138498 Square Feet [19943802.00 Square Inches]
    512 patches before subdivision
    7080 patches after subdivision
    0 direct lights
    0...1...2...3...4...5...6...7...8...9...10
    0...1...2...3...4...5...6...7...8...9...10transfer s 439964, max 368
    transfer lists: 3.4 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0114 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLig htFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 2/1024 96/49152 ( 0.2%)
    brushes 80/8192 960/98304 ( 1.0%)
    brushsides 1505/65536 12040/524288 ( 2.3%)
    planes 2618/65536 52360/1310720 ( 4.0%)
    vertexes 896/65536 10752/786432 ( 1.4%)
    nodes 56/65536 1792/2097152 ( 0.1%)
    texinfos 151/12288 10872/884736 ( 1.2%)
    texdata 14/2048 448/65536 ( 0.7%)
    dispinfos 8/0 1408/0 ( 0.0%)
    disp_verts 1480/0 29600/0 ( 0.0%)
    disp_tris 2560/0 5120/0 ( 0.0%)
    disp_lmsamples 132720/0 132720/0 ( 0.0%)
    faces 512/65536 28672/3670016 ( 0.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 416/65536 23296/3670016 ( 0.6%)
    leaves 59/65536 1888/2097152 ( 0.1%)
    leaffaces 694/65536 1388/131072 ( 1.1%)
    leafbrushes 129/65536 258/131072 ( 0.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 4106/512000 16424/2048000 ( 0.8%)
    edges 2439/256000 9756/1024000 ( 1.0%)
    LDR worldlights 0/8192 0/819200 ( 0.0%)
    HDR worldlights 0/8192 0/819200 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 23/32768 230/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 546/65536 1092/131072 ( 0.8%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 666996/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 436/16777216 ( 0.0%)
    entdata [variable] 1882/393216 ( 0.5%)
    LDR ambient table 59/65536 236/262144 ( 0.1%)
    HDR ambient table 59/65536 236/262144 ( 0.1%)
    LDR leaf ambient 34/65536 952/1835008 ( 0.1%)
    HDR leaf ambient 59/65536 1652/1835008 ( 0.1%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    Prop Hull Verts 0/0 0/0 ( 0.0%)
    Prop Hull Blob 0/0 0/0 ( 0.0%)
    Prop Hull Lists 0/0 0/0 ( 0.0%)
    Prop Hulls 0/0 0/0 ( 0.0%)
    Prop Hull trilist 0/0 0/0 ( 0.0%)
    detail props [variable] 1/2023868 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/4516 ( 0.0%)
    pakfile [variable] 87573/0 ( 0.0%)
    physics [variable] 41965/4194304 ( 1.0%)
    physics terrain [variable] 2336/1048576 ( 0.2%)

    Level flags = 0

    Total triangle count: 1362
    Writing d:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\deadember\de00_demomap.bsp
    28 seconds elapsed



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

    Loading d:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\deadember\de00_demomap.bsp
    512 faces
    148238 square feet [21346396.00 square inches]
    8 Displacements
    138498 Square Feet [19943802.00 Square Inches]
    512 patches before subdivision
    7080 patches after subdivision
    0 direct lights
    0...1...2...3...4...5...6...7...8...9...10
    0...1...2...3...4...5...6...7...8...9...10transfer s 439964, max 368
    transfer lists: 3.4 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0120 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLig htFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 2/1024 96/49152 ( 0.2%)
    brushes 80/8192 960/98304 ( 1.0%)
    brushsides 1505/65536 12040/524288 ( 2.3%)
    planes 2618/65536 52360/1310720 ( 4.0%)
    vertexes 896/65536 10752/786432 ( 1.4%)
    nodes 56/65536 1792/2097152 ( 0.1%)
    texinfos 151/12288 10872/884736 ( 1.2%)
    texdata 14/2048 448/65536 ( 0.7%)
    dispinfos 8/0 1408/0 ( 0.0%)
    disp_verts 1480/0 29600/0 ( 0.0%)
    disp_tris 2560/0 5120/0 ( 0.0%)
    disp_lmsamples 132720/0 132720/0 ( 0.0%)
    faces 512/65536 28672/3670016 ( 0.8%)
    hdr faces 512/65536 28672/3670016 ( 0.8%)
    origfaces 416/65536 23296/3670016 ( 0.6%)
    leaves 59/65536 1888/2097152 ( 0.1%)
    leaffaces 694/65536 1388/131072 ( 1.1%)
    leafbrushes 129/65536 258/131072 ( 0.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 4106/512000 16424/2048000 ( 0.8%)
    edges 2439/256000 9756/1024000 ( 1.0%)
    LDR worldlights 0/8192 0/819200 ( 0.0%)
    HDR worldlights 0/8192 0/819200 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 23/32768 230/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 546/65536 1092/131072 ( 0.8%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 666996/0 ( 0.0%)
    HDR lightdata [variable] 666996/0 ( 0.0%)
    visdata [variable] 436/16777216 ( 0.0%)
    entdata [variable] 1882/393216 ( 0.5%)
    LDR ambient table 59/65536 236/262144 ( 0.1%)
    HDR ambient table 59/65536 236/262144 ( 0.1%)
    LDR leaf ambient 34/65536 952/1835008 ( 0.1%)
    HDR leaf ambient 34/65536 952/1835008 ( 0.1%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    Prop Hull Verts 0/0 0/0 ( 0.0%)
    Prop Hull Blob 0/0 0/0 ( 0.0%)
    Prop Hull Lists 0/0 0/0 ( 0.0%)
    Prop Hulls 0/0 0/0 ( 0.0%)
    Prop Hull trilist 0/0 0/0 ( 0.0%)
    detail props [variable] 1/2023868 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/4516 ( 0.0%)
    pakfile [variable] 87573/0 ( 0.0%)
    physics [variable] 41965/4194304 ( 1.0%)
    physics terrain [variable] 2336/1048576 ( 0.2%)

    Level flags = 0

    Total triangle count: 1362
    Writing d:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\deadember\de00_demomap.bsp
    30 seconds elapsed


    Hier der Inhalt der "particles_manifest.txt"
    Spoiler:
    particles_manifest
    {
    file "!particles/deadember.pcf" <--- Das hier ist die PCF mit meinem Effekt
    file "!particles/blood_fx.pcf"
    file "!particles/boomer_fx.pcf"
    file "!particles/burning_fx.pcf"
    file "!particles/charger_fx.pcf"
    file "!particles/default.pcf"
    file "!particles/electrical_fx.pcf"
    file "!particles/environmental_fx.pcf"
    file "!particles/error.pcf"
    file "!particles/fire_01.pcf"
    file "!particles/fire_01l4d.pcf"
    file "!particles/fire_fx.pcf"
    file "!particles/fire_infected_fx.pcf"
    file "!particles/firework_crate_fx.pcf"
    file "!particles/fireworks_fx.pcf"
    file "!particles/footstep_fx.pcf"
    file "!particles/gen_dest_fx.pcf"
    file "!particles/hunter_fx.pcf"
    file "!particles/impact_fx.pcf"
    file "!particles/infected_fx.pcf"
    file "!particles/insect_fx.pcf"
    file "!particles/item_fx.pcf"
    file "!particles/locator_fx.pcf"
    file "!particles/military_artillery_impacts.pcf"
    file "!particles/rain_fx.pcf"
    file "!particles/rain_storm_fx.pcf"
    file "!particles/rope_fx.pcf"
    file "!particles/screen_fx.pcf"
    file "!particles/smoker_fx.pcf"
    file "!particles/speechbubbles.pcf"
    file "!particles/spitter_fx.pcf"
    file "!particles/steam_fx.pcf"
    file "!particles/steamworks.pcf"
    file "!particles/survivor_fx.pcf"
    file "!particles/tank_fx.pcf"
    file "!particles/tanker_explosion.pcf"
    file "!particles/test_collision.pcf"
    file "!particles/test_distancealpha.pcf"
    file "!particles/ui_fx.pcf"
    file "!particles/vehicle_fx.pcf"
    file "!particles/water_fx.pcf"
    file "!particles/weapon_fx.pcf"
    file "!particles/witch_fx.pcf"
    }


    Mfg
    Raistlin
    Geändert von BaShoR (14.10.2010 um 00:03:06 Uhr)

  2. #2
    Moderator Avatar von Dmx6
    Registriert seit
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    Benuzt du ein Custom Sprite für dein Feuer? Ich hab mal das mal versucht und den gleichen Fehler bekommen. Eine Lösung konnte ich nicht finden.

  3. #3
    Super-Duper-Moderator Avatar von Ricetlin
    Registriert seit
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    Jap, das ist sehr schlecht, Google spuckt auch nichts dazu aus.

  4. #4
    Super-Duper-Moderator Avatar von Ricetlin
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    Hmm anscheinend bin ich doch nicht der einzige mit dem Problem, zumindest gibts in den Steam-Foren ein paar Hilferufe, die aber bis dato leider auch keine Lösung vorweisen können.

    **Custom particles broken after last update**
    attempting to create unknown particle system
    Custom Particles

    Heißt wohl oder übel, ich muss warten....

  5. #5
    Moderator Avatar von Dmx6
    Registriert seit
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    Gefallen dir denn die integrierten Feuersprites nicht oder warum nimmst du ein Custom Sprite?

  6. #6
    Super-Duper-Moderator Avatar von Ricetlin
    Registriert seit
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    Einfach weil ein Vulkan Custom Partikel erfordert
    Und als ich schonmal dabei war wollte ich direkt auch Feuer selbst machen,
    zumal ich sowieso Partikel lernen wollte und ich einfach kein Freund von Standart Content bin (und die lassen sich für meine Pläne nicht gebrauchen)
    Geändert von Ricetlin (13.10.2010 um 13:40:11 Uhr)

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