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Thema: leuchtende textur funktioniert nicht mehr

  1. #1
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    24.05.2013
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    leuchtende textur funktioniert nicht mehr

    Hi,

    ich wollte mal wieder bisschen an meiner map weiterarbeiten, doch leider funktionieren meine leuchtenden Texturen nicht mehr. Vermutlich liegt das an dem Update, dass ja vor kurzem einige Probleme verursacht hat. Ich hab das mit der Teilnahme an der sdktools_beta gelöst, seitdem funktioniert der Rest zumindest wieder.

    Hab ganz normal eine Textur erstellt, und in der lights.rad einen Eintrag erstellt, hat bis jetzt immer funktioniert... muss man die lights.rad vielleicht in einen anderen Ordner verschieben oder kann man da im Hammer etwas einstellen?

    Hier noch der Log:
    Spoiler:

    ** Executing...
    ** Command: "C:\Program Files (x86)\Valve\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Valve\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Valve\Steam\SteamApps\##\sourcesdk_content\c strike\mapsrc\test_light.vmf"

    Valve Software - vbsp.exe (May 20 2013)
    4 threads
    materialPath: C:\Program Files (x86)\Valve\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
    Loading C:\Program Files (x86)\Valve\Steam\SteamApps\##\sourcesdk_content\c strike\mapsrc\test_light.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Could not locate 'GameData' key in c:\program files (x86)\valve\steam\steamapps\common\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)
    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 C:\Program Files (x86)\Valve\Steam\SteamApps\##\sourcesdk_content\c strike\mapsrc\test_light.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) (2673 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 7 texinfos to 7
    Reduced 3 texdatas to 3 (48 bytes to 48)
    Writing C:\Program Files (x86)\Valve\Steam\SteamApps\##\sourcesdk_content\c strike\mapsrc\test_light.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Valve\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Valve\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Valve\Steam\SteamApps\##\sourcesdk_content\c strike\mapsrc\test_light"

    Valve Software - vvis.exe (May 20 2013)
    4 threads
    reading c:\program files (x86)\valve\steam\steamapps\##\sourcesdk_content\c strike\mapsrc\test_light.bsp
    reading c:\program files (x86)\valve\steam\steamapps\##\sourcesdk_content\c strike\mapsrc\test_light.prt
    12 portalclusters
    25 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: 0 visible clusters (0.00%)
    Total clusters visible: 136
    Average clusters visible: 11
    Building PAS...
    Average clusters audible: 12
    visdatasize:148 compressed from 192
    writing c:\program files (x86)\valve\steam\steamapps\##\sourcesdk_content\c strike\mapsrc\test_light.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Valve\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Valve\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Valve\Steam\SteamApps\##\sourcesdk_content\c strike\mapsrc\test_light"

    Valve Software - vrad.exe SSE (May 20 2013)

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

    Loading c:\program files (x86)\valve\steam\steamapps\##\sourcesdk_content\c strike\mapsrc\test_light.bsp
    Setting up ray-trace acceleration structure... Done (0.00 seconds)
    26 faces
    25472 square feet [3667968.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    26 patches before subdivision
    2162 patches after subdivision
    1 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 (0)
    transfers 213204, max 231
    transfer lists: 1.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(451, 341, 330)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(30, 18, 17)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(2, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0010 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 (0)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 7/8192 84/98304 ( 0.1%)
    brushsides 42/65536 336/524288 ( 0.1%)
    planes 52/65536 1040/1310720 ( 0.1%)
    vertexes 47/65536 564/786432 ( 0.1%)
    nodes 37/65536 1184/2097152 ( 0.1%)
    texinfos 7/12288 504/884736 ( 0.1%)
    texdata 3/2048 96/65536 ( 0.1%)
    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 26/65536 1456/3670016 ( 0.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 12/65536 672/3670016 ( 0.0%)
    leaves 39/65536 1248/2097152 ( 0.1%)
    leaffaces 40/65536 80/131072 ( 0.1%)
    leafbrushes 18/65536 36/131072 ( 0.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 152/512000 608/2048000 ( 0.0%)
    edges 89/256000 356/1024000 ( 0.0%)
    LDR worldlights 1/8192 88/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 61208/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 148/16777216 ( 0.0%)
    entdata [variable] 644/393216 ( 0.2%)
    LDR ambient table 39/65536 156/262144 ( 0.1%)
    HDR ambient table 39/65536 156/262144 ( 0.1%)
    LDR leaf ambient 173/65536 4844/1835008 ( 0.3%)
    HDR leaf ambient 39/65536 1092/1835008 ( 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%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/12 ( 8.3%)
    pakfile [variable] 105671/0 ( 0.0%)
    physics [variable] 2673/4194304 ( 0.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 52
    Writing c:\program files (x86)\valve\steam\steamapps\##\sourcesdk_content\c strike\mapsrc\test_light.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Valve\Steam\SteamApps\##\sourcesdk_content\c strike\mapsrc\test_light.bsp" "C:\Program Files (x86)\Valve\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\test_light.bsp"


  2. #2
    Administrator Avatar von BaShoR
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    18.06.2010
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    Hi und willkommen im Forum!

    Versuch mal in der vmt der Texturen den Eintrag $selfillum.
    Die lights.rad habe ich selber noch nie verwendet, daher kenne ich mich da leider nicht aus.

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