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#1 |
![]() Join Date: May 2007
Reputation: 3
Posts: 44
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Hy
I have a strange problem with my map. Look here: http://img57.imageshack.us/my.php?im...rfehlerqh9.jpg I got this error when I created a discplacement. I tried to delete it when I saw it at first but when I started to do it again the failure is there again. This failure assigneded on the other ones too. I think it´s kinda a leak, but I don´t have a clue how to fix it. MFG Postal Dude |
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#2 |
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Guest
Posts: n/a
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Rather than a leak, it looks like you are missing polygons. The picture is not easy to decipher. I've seen this on older games when you stretch the polygons too much or angle them just the right way. They then disappear in the game.
I'm not sure if this is the case here, but if you are pulling points on your deformation far from the other points, it could be a similar issue. The answer is to use a displacement with more divisions. If you have to, create multiple patch meshes and sew (Stitch) them together. |
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#3 |
![]() Join Date: May 2007
Reputation: 3
Posts: 44
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How can I create multiple patch meshes in hammer?
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#4 |
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Guest
Posts: n/a
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Make a brush and then subdivide it. Make another brush and subdivide that or duplicate the first one. Then line them up next to each other, select two touching sides of two separate brushes and sew them together.
These options are available in the Displacement tab of the Face Edit Sheet (texture application tool). |
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#5 |
![]() Join Date: May 2007
Reputation: 3
Posts: 44
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It didn´t work.
Where I have to put the sky_camera? I made it on this way: http://img296.imageshack.us/my.php?image=maphl4.jpg Last edited by Postal Dude: 05-27-2007 at 03:52 PM. |
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#6 |
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Guest
Posts: n/a
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Here is a great tutorial for skyboxes:
http://www.gamedesign.net/node/777 I suggest going through the tutorial making a new map. Do the entire tutorial. Then you should have a better understanding of how they work. However, please note that the patch meshes described above have nothing (or very little) to do with making a skybox. |
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#7 |
![]() Join Date: May 2007
Reputation: 3
Posts: 44
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Thanks man. I will try it. Hope the best for it.
If anyone have maybe an other solution for my problem you can surely post it here. |
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#8 |
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Guest
Posts: n/a
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stupid thing but run through your compile log in
http://www.interlopers.net/errors/ might find a bug causeing this if there is |
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#9 |
![]() Join Date: Oct 2004
Reputation: 8
Posts: 269
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Another silly thing just to check as I can't tell much form that screenie, but you know you can only see displacements from the textured side? From behind you can just see straight through them
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#10 |
![]() Join Date: May 2007
Reputation: 3
Posts: 44
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Meanwhile it the leak looks like that:
http://img299.imageshack.us/my.php?i...problemgn9.jpg @ daz_rich20 I tried it 100 times, no effects |
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#11 |
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Banned
Join Date: Aug 2006
Reputation: 0
Posts: 1,125
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Post your compile log.
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#12 |
![]() Join Date: May 2007
Reputation: 3
Posts: 44
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Here is the compile log:
** Executing... ** Command: "d:\valve\steam\steamapps\***\sourcesdk\bin\vbsp.e xe" ** Parameters: -game "d:\valve\steam\steamapps\***\counter-strike source\cstrike" "D:\Valve\Steam\SteamApps\***\sourcesdk_content\cs trike\mapsrc\Mario_64_Castle_1" Valve Software - vbsp.exe (Aug 4 2006) 1 threads materialPath: d:\valve\steam\steamapps\***\counter-strike source\cstrike\materials Loading D:\Valve\Steam\SteamApps\***\sourcesdk_content\cst rike\mapsrc\Mario_64_Castle_1.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (1) writing D:\Valve\Steam\SteamApps\***\sourcesdk_content\cst rike\mapsrc\Mario_64_Castle_1.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_dust*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_dustrt" Can't load skybox file skybox/sky_dust to build the default cubemap! 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) (280783 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1741 texinfos to 1170 Reduced 27 texdatas to 24 (978 bytes to 812) Writing D:\Valve\Steam\SteamApps\***\sourcesdk_content\cst rike\mapsrc\Mario_64_Castle_1.bsp 7 seconds elapsed ** Executing... ** Command: "d:\valve\steam\steamapps\***\sourcesdk\bin\vvis.e xe" ** Parameters: -game "d:\valve\steam\steamapps\***\counter-strike source\cstrike" "D:\Valve\Steam\SteamApps\***\sourcesdk_content\cs trike\mapsrc\Mario_64_Castle_1" Valve Software - vvis.exe (May 22 2006) 1 threads reading d:\valve\steam\steamapps\***\sourcesdk_content\cst rike\mapsrc\Mario_64_Castle_1.bsp reading d:\valve\steam\steamapps\***\sourcesdk_content\cst rike\mapsrc\Mario_64_Castle_1.prt 3215 portalclusters 11000 numportals Leaf 2027 (portal 7227) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem. ** Executing... ** Command: "d:\valve\steam\steamapps\***\sourcesdk\bin\vrad.e xe" ** Parameters: -game "d:\valve\steam\steamapps\***\counter-strike source\cstrike" "D:\Valve\Steam\SteamApps\***\sourcesdk_content\cs trike\mapsrc\Mario_64_Castle_1" Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading d:\valve\steam\steamapps\***\sourcesdk_content\cst rike\mapsrc\Mario_64_Castle_1.bsp No vis information, direct lighting only. 8718 faces 24 degenerate faces 1673104 square feet [240926992.00 square inches] 29 displacements 358487 square feet [51622144.00 square inches] 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) Build Patch/Sample Hash Table(s).....Done<0.1072 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 658/8192 7896/98304 ( 8.0%) brushsides 7744/65536 61952/524288 (11.8%) planes 12358/65536 247160/1310720 (18.9%) vertexes 19301/65536 231612/786432 (29.5%) nodes 5845/65536 187040/2097152 ( 8.9%) texinfos 1170/12288 84240/884736 ( 9.5%) texdata 24/2048 768/65536 ( 1.2%) dispinfos 29/0 5104/0 ( 0.0%) disp_verts 8381/0 167620/0 ( 0.0%) disp_tris 14848/0 29696/0 ( 0.0%) disp_lmsamples 459675/0 459675/0 ( 0.0%) faces 8718/65536 488208/3670016 (13.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2599/65536 145544/3670016 ( 4.0%) leaves 5847/65536 187104/2097152 ( 8.9%) leaffaces 9662/65536 19324/131072 (14.7%) leafbrushes 4059/65536 8118/131072 ( 6.2%) areas 3/256 24/2048 ( 1.2%) surfedges 54662/512000 218648/2048000 (10.7%) edges 29411/256000 117644/1024000 (11.5%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 1410/32768 14100/327680 ( 4.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 20706/65536 41412/131072 (31.6%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3283360/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 3287/393216 ( 0.8%) LDR leaf ambient 5847/65536 140328/1572864 ( 8.9%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 20891/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 280783/4194304 ( 6.7%) ==== Total Win32 BSP file data space used: 6451604 bytes ==== Total triangle count: 26438 Writing d:\valve\steam\steamapps\***\sourcesdk_content\cst rike\mapsrc\Mario_64_Castle_1.bsp 12 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Valve\Steam\SteamApps\***\sourcesdk_content\cs trike\mapsrc\Mario_64_Castle_1.bsp" "d:\valve\steam\steamapps\***\counter-strike source\cstrike\maps\Mario_64_Castle_1.bsp" No idea? Last edited by Postal Dude: 06-02-2007 at 02:13 PM. |
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