Hi Leute,
-StaticPropLighting -StaticPropPolys sind befehle für vrad.exe, sodass er beim Compilen die Beleuchtung der Models per Polygon macht. Leider funktioniert es in meiner Rats Map nicht. Also habe ich mal eine neue gemacht, ein Raum, 3 Models und ein paar Lichter. Und es geht immer noch nicht.Hier mal der Compilelog:
Spoiler:
** Executing...
** Command: "d:\games\steam\steamapps\diablo1611\sourcesdk\bin \orangebox\bin\vbsp.exe"
** Parameters: -game "d:\games\steam\steamapps\diablo1611\counter-strike source\cstrike" "d:\games\steam\steamapps\diablo1611\sourcesdk_con tent\cstrike\mapsrc\lighttest"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: d:\games\steam\steamapps\diablo1611\counter-strike source\cstrike\materials
Loading d:\games\steam\steamapps\diablo1611\sourcesdk_cont ent\cstrike\mapsrc\lighttest.vmf
Could not locate 'GameData' key in d:\games\steam\steamapps\diablo1611\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/lighttest/dev/dev_blendmeasure_wvt_patch
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\games\steam\steamapps\diablo1611\sourcesdk_cont ent\cstrike\mapsrc\lighttest.prt...Building visibility clusters...
done (0)
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 (0) (3049 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 18 texinfos to 9
Reduced 2 texdatas to 1 (67 bytes to 46)
Writing d:\games\steam\steamapps\diablo1611\sourcesdk_cont ent\cstrike\mapsrc\lighttest.bsp
0 seconds elapsed
** Executing...
** Command: "d:\games\steam\steamapps\diablo1611\sourcesdk\bin \orangebox\bin\vvis.exe"
** Parameters: -game "d:\games\steam\steamapps\diablo1611\counter-strike source\cstrike" "d:\games\steam\steamapps\diablo1611\sourcesdk_con tent\cstrike\mapsrc\lighttest"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading d:\games\steam\steamapps\diablo1611\sourcesdk_cont ent\cstrike\mapsrc\lighttest.bsp
reading d:\games\steam\steamapps\diablo1611\sourcesdk_cont ent\cstrike\mapsrc\lighttest.prt
19 portalclusters
45 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 1 visible clusters (0.00%)
Total clusters visible: 328
Average clusters visible: 17
Building PAS...
Average clusters audible: 19
visdatasize:270 compressed from 304
writing d:\games\steam\steamapps\diablo1611\sourcesdk_cont ent\cstrike\mapsrc\lighttest.bsp
0 seconds elapsed
** Executing...
** Command: "d:\games\steam\steamapps\diablo1611\sourcesdk\bin \orangebox\bin\vrad.exe"
** Parameters: -hdr -StaticPropLighting -StaticPropPolys -final -game "d:\games\steam\steamapps\diablo1611\counter-strike source\cstrike" "d:\games\steam\steamapps\diablo1611\sourcesdk_con tent\cstrike\mapsrc\lighttest"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[4 texlights parsed from 'lights.rad']
Loading d:\games\steam\steamapps\diablo1611\sourcesdk_cont ent\cstrike\mapsrc\lighttest.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
107 faces
83937 square feet [12086957.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
107 patches before subdivision
8357 patches after subdivision
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 964632, max 297
transfer lists: 7.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1577, 2425, 873)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(172, 264, 90)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(19, 28, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0074 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (1)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (0)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 8/8192 96/98304 ( 0.1%)
brushsides 48/65536 384/524288 ( 0.1%)
planes 58/65536 1160/1310720 ( 0.1%)
vertexes 154/65536 1848/786432 ( 0.2%)
nodes 50/65536 1600/2097152 ( 0.1%)
texinfos 9/12288 648/884736 ( 0.1%)
texdata 1/2048 32/65536 ( 0.0%)
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 107/65536 5992/3670016 ( 0.2%)
hdr faces 107/65536 5992/3670016 ( 0.2%)
origfaces 15/65536 840/3670016 ( 0.0%)
leaves 52/65536 1664/2097152 ( 0.1%)
leaffaces 179/65536 358/131072 ( 0.3%)
leafbrushes 25/65536 50/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 526/512000 2104/2048000 ( 0.1%)
edges 279/256000 1116/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 5/8192 440/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2/32768 20/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24/65536 48/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 214968/0 ( 0.0%)
visdata [variable] 270/16777216 ( 0.0%)
entdata [variable] 1253/393216 ( 0.3%)
LDR ambient table 52/65536 208/262144 ( 0.1%)
HDR ambient table 52/65536 208/262144 ( 0.1%)
LDR leaf ambient 52/65536 1456/1835008 ( 0.1%)
HDR leaf ambient 258/65536 7224/1835008 ( 0.4%)
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] 1/650 ( 0.2%)
pakfile [variable] 130366/0 ( 0.0%)
physics [variable] 3049/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 2
Total triangle count: 252
Writing d:\games\steam\steamapps\diablo1611\sourcesdk_cont ent\cstrike\mapsrc\lighttest.bsp
4 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "d:\games\steam\steamapps\diablo1611\sourcesdk_con tent\cstrike\mapsrc\lighttest.bsp" "d:\games\steam\steamapps\diablo1611\counter-strike source\cstrike\maps\lighttest.bsp"
Egal wie ich compile, mit hdr, ohne, both. Es wird immer normal Beleuchtet. Die Parameter sehen so aus:Hat wer ne Idee? Kann mal jemand ausprobieren ob es bei ihm in CSS funktioniert? Ich stelle auch gerne meine kleine Map mit Models zu Verfügung. Vielleicht liegt es ja an meinen Custom Models.-hdr -StaticPropLighting -StaticPropPolys -final -game $gamedir $path\$file![]()


Hier mal der Compilelog:
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