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Thema: Portal Level übergang und Custom Content in Portal

  1. #1
    MasterofDisaster
    Gast

    Portal Level übergang und Custom Content in Portal

    Hi,

    Ich suche jetzt seit 2 Tagen nach einem Tutorial wie man einen Levelübergang in Portal macht.

    Außerdem bräcuhte ich nocht hilfe wie ich den Custom Content in Portal einfüge

  2. #2
    Stammgast Avatar von Nilo
    Registriert seit
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    Zum ersten hilft das vielleicht.

    Zum zweiten: Ist das einbinden von Costum Content nicht in allen Source Games gleich?? Kannste ja mal ausprobieren, dazu solltest du zahlreiche Tutorials finden.
    Reden ist Schweigen, Silber ist Gold

  3. #3
    Mapping-Profi Avatar von eXi
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    Sowas für eigenen Content?

    http://mappingbase.de/threads/139-22-Texturen

  4. #4
    Stammgast Avatar von Nilo
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    Gibts eine Rückmeldung? Würd gerne wissen ob es sich damit lösen ließ.
    Reden ist Schweigen, Silber ist Gold

  5. #5
    MasterofDisaster
    Gast
    Danke hatt geholfen!

    Okay habe doch ein Porblem!Der will das Level nicht änder.Ich habe das mit dem Trigger_Once zur aktivierung gemacht.Außerdem kommen game_text nicht immer und ich kann sound aus dem Hammer nicht ingame hören.

    Weiß den keiner eine Lösung?
    Geändert von Dmx6 (16.01.2011 um 13:02:02 Uhr)

  6. #6
    Moderator Avatar von Dmx6
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    Poste doch mal bitte deinen Compile log.

  7. #7
    MasterofDisaster
    Gast
    Spoiler:

    materialPath: c:\programme\steam\steamapps\le513\portal\portal\m aterials
    Loading C:\Programme\Steam\steamapps\l13\sourcesdk_content \portal\mapsrc\portal_beginning_empfang.vmf
    Could not locate 'GameData' key in c:\programme\steam\steamapps\le\portal\portal\game info.txt
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...10**** leaked ****
    Entity light (378.27 -976.97 279.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1728.0 0.0 -32.0)
    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 (1536.0 0.0 -72.0)
    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 (1728.0 0.0 64.0)
    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 (1148.0 0.0 378.0)
    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 (1344.0 0.0 378.0)
    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 (1732.0 0.0 370.0)
    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 (1536.0 1024.0 266.0)
    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 (2048.0 512.0 266.0)
    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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    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 (1) (59936 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 90 texinfos to 61
    Reduced 21 texdatas to 19 (650 bytes to 561)
    Writing C:\Programme\Steam\steamapps\le13\sourcesdk_conten t\portal\mapsrc\portal_beginning_empfang.bsp
    1 second elapsed



    4 threads
    reading c:\programme\steam\steamapps\leg3\sourcesdk_conten t\portal\mapsrc\portal_beginning_empfang.bsp
    reading c:\programme\steam\steamapps\le3\sourcesdk_content \portal\mapsrc\portal_beginning_empfang.prt
    LoadPortals: couldn't read c:\programme\steam\steamapps\l\sourcesdk_content\p ortal\mapsrc\portal_beginning_empfang.prt



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

    Loading c:\programme\steam\steamapps\le13\sourcesdk_conten t\portal\mapsrc\portal_beginning_empfang.bsp
    No vis information, direct lighting only.
    848 faces
    10 degenerate faces
    58470 square feet [8419721.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    16 direct lights
    0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0025 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLig htFace Done
    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 8/1024 384/49152 ( 0.8%)
    brushes 153/8192 1836/98304 ( 1.9%)
    brushsides 1837/65536 14696/524288 ( 2.8%)
    planes 2482/65536 49640/1310720 ( 3.8%)
    vertexes 1519/65536 18228/786432 ( 2.3%)
    nodes 710/65536 22720/2097152 ( 1.1%)
    texinfos 61/12288 4392/884736 ( 0.5%)
    texdata 19/2048 608/65536 ( 0.9%)
    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 848/65536 47488/3670016 ( 1.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 456/65536 25536/3670016 ( 0.7%)
    leaves 719/65536 23008/2097152 ( 1.1%)
    leaffaces 959/65536 1918/131072 ( 1.5%)
    leafbrushes 406/65536 812/131072 ( 0.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 6810/512000 27240/2048000 ( 1.3%)
    edges 3972/256000 15888/1024000 ( 1.6%)
    LDR worldlights 16/8192 1408/720896 ( 0.2%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 167/32768 1670/327680 ( 0.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3528/65536 7056/131072 ( 5.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 371396/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 9680/393216 ( 2.5%)
    LDR ambient table 719/65536 2876/262144 ( 1.1%)
    HDR ambient table 719/65536 2876/262144 ( 1.1%)
    LDR leaf ambient 4406/65536 123368/1835008 ( 6.7%)
    HDR leaf ambient 719/65536 20132/1835008 ( 1.1%)
    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] 211752/0 ( 0.0%)
    physics [variable] 59936/4194304 ( 1.4%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 3174
    Writing c:\programme\steam\steamapps\l\sourcesdk_content\p ortal\mapsrc\portal_beginning_empfang.bsp
    21 seconds elapsed

  8. #8
    Spender Avatar von Jacky
    Registriert seit
    19.06.2010
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    Erstmal das Leak entfernen, dann schau ma weiter!

  9. #9
    Moderator Avatar von Dmx6
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    • Du hast einen Leak. Ein light Entity befindet sich im Void.

    • Ausserdem hast du 10 degenerate Faces.
      Das heißt die Eckpunkte des Brushes liegen übereinander. Das passiert meist beim benutzen des Vertex tools.

    Wenn du diese Fehler behebst, sollte die Map wieder ordentlich compiliert werden.

    Edit: Damn, Jacky.

  10. #10
    MasterofDisaster
    Gast
    Habe kein Vertex benutzt aber danke für eure hilfe

  11. #11
    Mitglied Avatar von Billkiller
    Registriert seit
    21.06.2010
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    393
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    14
    Aber vllt. hast du ein Displacement ?
    Zitat Zitat von Albert Einstein
    Signaturen und IRC eignen sich sehr gut um Zitate berühmter Leute zu fälschen.

  12. #12
    MasterofDisaster
    Gast
    Nee momentan spielt sich alles in nem sauberen Gebäude ab.
    Deshalb brauchte ich noch keine Displacements.#

    Aber danke.

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