Banana2077
Hey Leute,
meine Map stockt zurzeit oft, freezt ein, wenn ich auf den boden schaue ist alles wieder flüßig, denke mal die Map ist eindeutig zu groß!
Nun will ich Portale einbauen, in dem großen Haus habe ich das auch schon gemacht aber
1) Woher weiss ich das es funktioniert
2) Wie baue ich Portale für die ganze Map ein, finde nur das RGN tut und das kapier ich ehrlich gesagt nicht ganz....
Banana
Verni@hter
zu 1.) Zum einen solltest du keine Portalfehlermeldungen beim compilieren bekommen, bekommst du sie doch wird nichts weiter compiliert. Wenn du keine Fehler bekommst kannst du deine Portale testen in dem du die Console öffnest und folgendes eingibst:
r_showportals 1
zu 2.) Allein auf RGN sind schon 4 Seiten und hier wirds wohl auch einiges geben. Aber beruhig dich das Thema Outdoor Portal ist schon net einfach. Am besten schaust dir mal die Backlot an, hier stehen zum Beispiel alle Gebäude gerade und vor allem auf einer Ebene und nicht gedreht denn dann wirds schwieriger vor allem wenn dann noch viele Gebäude offen sind was man vor dem Mapbau beachten sollte.
Outdoor Portale erfordern sehr viel Übung und vor allem muß man schön ruhig bleiben und sich nicht aufregen.
SB*Silen.Ced
hast du denn auch den Terrain und so also Detail gemacht?
MfG SB*Silen.Ced
Banana2077
Öhm nicht wirklich..
Was muss denn Detail sein und was nicht?
OLD MAN WITH GUN
Terrain is von Grund her eh immer Detail (kann man garnicht Structural machen), also kümmer dich nicht weiter drum.
Aber wenn ich mir dein gepostetes Bild anschaue, da gibt es nichts zu portalen. Die, die auf dem Bild zu sehen sind (der Ausschnitt zeigt leider nicht wirklich alles), sind jedenfalls vollkommen nutzlos (wie gesagt, aufgrund der Informationen, die man deinem geposteten Bild entnehmen kann).
Portale liegen grundsätzlich immer zwischen Structural Brushes. Die Structural Brushes, wie z.B. Häuserwände, werden zum portalen benötigt. Eine Portalzelle im freien Gelände die durch keinerlei sichtbare Wände begrenzt wird, hat keinerlei Funktion (ob sie da ist oder nicht, wäre also vollkommen egal).
bangingbernie
Was Du machen kannst, ist weiter entfernte Objekte auszublenden.
Beispiel:
SetCullDist( 6000 );
Entfernt alle Models die weiter als 6000 Einheiten entfernt sind. Funktion muss in die map.gsc geschrieben werden.
Banana2077
Es kommt unknown function..
Code angehängt. Klicke hier zum Ein-/Ausblenden
code: |
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main()
{
maps\mp\_load::main();
maps\mp\_rotate::main();
maps\mp\mp_forest_houses_fx::main();
maps\mp\_leak::main();
maps\mp\_explosive_barrels::main();
//VisionSetNaked( "mp_backlot", 5 )
trigger_init();
maps\mp\_compass::setupMiniMap("compass_map_mp_forest_houses");
setdvar("compassmaxrange","800");
level.airstrikeHeightScale = 2.8;
SetCullDist( 6000 );
ambientPlay("ambient_hill");
game["allies"] = "sas";
game["axis"] = "russian";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";
}
|
|
bangingbernie
Mmmh, habe nochmal nachgeschaut. Anscheinend nur SP only....
In CoD5 klappt das auch in MP-Maps
OLD MAN WITH GUN
Original von Banana2077
Es kommt unknown function..
Ist ja auch logisch, setculldist ist "SP only" und funktioniert bei MP Maps nicht.
Edit: bangingbernie war schneller.
Banana2077
Was kann ich den sonst noch machen um die Leistung zu optimieren ausser effekte entfernen und models....?
Banana2077
Ich würde gerne mal mein Haus Prefab hochladen, dort sind eigentlich Portals eingefügt, werden im Spiel aber nicht angezeigt, wenn jmd so nett wäre gäbe ich ihm den Link und PW
EDIT: Hier schonmal der Link, der nette User der sich damit auskennt und mir helfen möchte bekommt dann das PW per PM
http://www.filefront.com/17147518/forest_house.zip
Verni@hter
Wenn deine Portale im Game nicht angezeigt werden dann stimmt was mit den Portalen nicht und du bekommst Fehlermeldungen. Ich hab mir dein Haus mal angeschaut......Ich bin jetzt mal ganz ehrlich. Es ist kein Wunder das deine Map stockt auch wenn sie so klein ist. Entferne erst einmal alle deine Portale aus dem Haus und schaue dir mal mein Bild an, Achtung animiert:
Hier siehst du was man ausblenden kann um nacher seine Portale ordentlich platzieren zu können. Bevor du dann überhaupt anfängst Portale in deine Map zu hauen würde ich dir empfehlen alle Fehler beim compilieren zu beachten ansonsten hat das kein Zweck. Diese Fehler sind schon sehr heftig.
Banana2077
Original von Verni@hter
Wenn deine Portale im Game nicht angezeigt werden dann stimmt was mit den Portalen nicht und du bekommst Fehlermeldungen. Ich hab mir dein Haus mal angeschaut......Ich bin jetzt mal ganz ehrlich. Es ist kein Wunder das deine Map stockt auch wenn sie so klein ist.
Das Haus ist auch nur ein Prefab, in meiner Map würde das Haus locker 200 mal reinpassen
Also ein Portal geht komischerweise auch, nämlich das beim Fenster zum Raum mit den Blutspritzern, den man nicht betreten kann und wo das gelbe Licht drin ist.
Alle anderen funktionieren nicht...
Diese ganzen Fehler sind ja Texturnichtaufeinanderliegfehler, tragen die denn zu Leistungssteigerung bei?
Danke schon mal..
Banana
Verni@hter
200 mal in eine Map??? Ich baue nur dein haus in ne Map die ich dann compiliere und das Tool springt mich fast an. Da kommen so viele Fehler das das ganze auf 2 Seite geschrieben werden muss und das ist nur das Haus.
Hier mal 10% vom Vorgang:
Code angehängt. Klicke hier zum Ein-/Ausblenden
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|
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
================================
WROTE PORTAL LEAKFILE: F:\Modtools\cod4_ohne_mods\map_source\mp_bfmap.lin
================================
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1053 at 1289 -5272 111
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1052 at 1289 -5272 255
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1054 at 953 -5272 117
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1055 at 665 -5272 117
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1043 at 889 -5272 255
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1071 at 1413 -5520 254
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1112 at 1413 -6096 254
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1058 at 1168 -6191 255
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1057 at 856 -6191 255
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1056 at 632 -6191 255
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1059 at 578 -6080 248
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1042 at 578 -5671 112
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1044 at 1054 -5293 -11
ERROR: portal has the same cell on both sides, portal ignored
In map prefabs/bfmap/forest_house.map on entity 0 brush 1113 at 952 -6191 -4
writing F:\Modtools\cod4_ohne_mods\raw\maps\mp\mp_bfmap.d3dprt
In map prefabs/bfmap/forest_house.map on entity 0 brush 80 at 792 -6168 47
ERROR: Surface 'ap_wood_tile_big' is affected by more than one primary light: sp
otlight at 744 -6079 151 and spotlight at 865 -6087 151
In map prefabs/bfmap/forest_house.map on entity 0 brush 199 at 792 -6013 46
ERROR: Surface 'me_woodboard_02' is affected by more than one primary light: spo
tlight at 779 -5384 309 and spotlight at 673 -5378 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 668 at 802 -5356 191
ERROR: Surface 'ap_wood_smalltile_brown' is affected by more than one primary li
ght: spotlight at 779 -5384 309 and spotlight at 673 -5378 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 541 at 803 -5365 188
ERROR: Surface 'ap_wood_tile_big' is affected by more than one primary light: sp
otlight at 779 -5384 309 and spotlight at 673 -5378 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 541 at 808 -5370 188
ERROR: Surface 'me_woodboard_02' is affected by more than one primary light: spo
tlight at 673 -5378 309 and spotlight at 779 -5384 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 662 at 802 -5356 188
ERROR: Surface 'ap_wood_smalltile_brown' is affected by more than one primary li
ght: spotlight at 779 -5384 309 and spotlight at 673 -5378 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 729 at 648 -5294 235
ERROR: Surface 'me_floor_concrete' is affected by more than one primary light: s
potlight at 673 -5378 309 and spotlight at 779 -5384 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 671 at 778 -5356 205
ERROR: Surface 'me_woodboard_02' is affected by more than one primary light: spo
tlight at 779 -5384 309 and spotlight at 673 -5378 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 666 at 648 -5295 232
ERROR: Surface 'me_woodboard_02' is affected by more than one primary light: spo
tlight at 779 -5384 309 and spotlight at 673 -5378 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 666 at 603 -5356 230
ERROR: Surface 'me_floor_concrete' is affected by more than one primary light: s
potlight at 673 -5378 309 and spotlight at 779 -5384 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 663 at 648 -5350 190
ERROR: Surface 'me_woodboard_02' is affected by more than one primary light: spo
tlight at 673 -5378 309 and spotlight at 779 -5384 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 663 at 778 -5356 188
ERROR: Surface 'me_floor_concrete' is affected by more than one primary light: s
potlight at 673 -5378 309 and spotlight at 779 -5384 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 670 at 763 -5356 226
ERROR: Surface 'ap_wood_smalltile_brown' is affected by more than one primary li
ght: spotlight at 695 -5834 309 and spotlight at 699 -5719 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 540 at 803 -5752 216
ERROR: Surface 'ap_wood_tile_big' is affected by more than one primary light: sp
otlight at 673 -5378 309 and spotlight at 779 -5384 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 93 at 632 -5368 184
ERROR: Surface 'ap_wood_tile_big' is affected by more than one primary light: sp
otlight at 673 -5378 309 and spotlight at 707 -5572 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 92 at 599 -5480 184
ERROR: Surface 'ch_concretewall06' is affected by more than one primary light: s
potlight at 810 -6117 -2 and spotlight at 837 -5967 26
In map prefabs/bfmap/forest_house.map on entity 0 brush 571 at 838 -6008 -8
ERROR: Surface 'ch_concretewall06' is affected by more than one primary light: s
potlight at 810 -6117 -2 and spotlight at 837 -5967 26
In map prefabs/bfmap/forest_house.map on entity 0 brush 483 at 838 -6011 -24
ERROR: Surface 'ch_concretewall06' is affected by more than one primary light: s
potlight at 810 -6117 -2 and spotlight at 837 -5967 26
In map prefabs/bfmap/forest_house.map on entity 0 brush 479 at 782 -6008 -34
ERROR: Surface 'ch_concretewall06' is affected by more than one primary light: s
potlight at 810 -6117 -2 and spotlight at 837 -5967 26
In map prefabs/bfmap/forest_house.map on entity 0 brush 486 at 792 -6014 -34
ERROR: Surface 'ch_concretewall06' is affected by more than one primary light: s
potlight at 810 -6117 -2 and spotlight at 837 -5967 26
In map prefabs/bfmap/forest_house.map on entity 0 brush 481 at 780 -6008 -33
ERROR: Surface 'ch_concretewall06' is affected by more than one primary light: s
potlight at 693 -5967 26 and spotlight at 810 -6117 -2
In map prefabs/bfmap/forest_house.map on entity 0 brush 226 at 769 -5927 -47
ERROR: Surface 'ch_factory_diamondplate2' is affected by more than one primary l
ight: spotlight at 693 -5967 26 and spotlight at 810 -6117 -2
In map prefabs/bfmap/forest_house.map on entity 0 brush 10 at 772 -5929 -48
ERROR: Surface 'ch_concretewall06' is affected by more than one primary light: s
potlight at 693 -5967 26 and spotlight at 837 -5967 26
In map prefabs/bfmap/forest_house.map on entity 0 brush 482 at 774 -6005 -41
ERROR: Surface 'ap_wood_smalltile_brown' is affected by more than one primary li
ght: spotlight at 673 -5378 309 and spotlight at 707 -5572 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 23 at 597 -5576 216
ERROR: Surface 'ap_wood_smalltile_brown' is affected by more than one primary li
ght: spotlight at 699 -5719 309 and spotlight at 707 -5572 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 543 at 597 -5640 200
ERROR: Surface 'ap_wood_smalltile_brown' is affected by more than one primary li
ght: spotlight at 695 -5834 309 and spotlight at 699 -5719 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 15 at 597 -5730 185
ERROR: Surface 'ap_wood_smalltile_brown' is affected by more than one primary li
ght: spotlight at 699 -5719 309 and spotlight at 707 -5572 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 17 at 597 -5667 185
ERROR: Surface 'ap_wood_smalltile_brown' is affected by more than one primary li
ght: spotlight at 695 -5834 309 and spotlight at 699 -5719 309
In map prefabs/bfmap/forest_house.map on entity 0 brush 21 at 597 -5752 216
finished in 6 seconds
finding sun shadow casters...
splitting large windings...
merging into concave windings...
finished in 6 seconds
fixing t-junctions...
tethering holes to their concave windings...
building lightmap groups...
finished in 23 seconds
assigning lightmaps...
finding index mapping and snapping vertices...
ERROR: surface 'ch_dec_wallwhitegreen01_center' is partially floating or needs t
o be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 299 at 659 -5914 6
ERROR: surface 'ch_dec_wallwhitegreen01_center' is partially floating or needs t
o be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 291 at 661 -5914 -7
ERROR: surface 'ch_dec_wallwhitegreen01_center' is partially floating or needs t
o be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 230 at 712 -5914 31
ERROR: surface 'ch_dec_wallwhitegreen01_center' is partially floating or needs t
o be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 229 at 710 -5914 33
ERROR: surface 'ch_dec_wallwhitegreen01_center' is partially floating or needs t
o be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 294 at 715 -5914 24
ERROR: surface 'ch_dec_wallwhitegreen01_center' is partially floating or needs t
o be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 514 at 821 -5294 14
ERROR: surface 'ch_dec_wallwhitegreen01_center' is partially floating or needs t
o be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 514 at 821 -5293 14
ERROR: surface 'me_decal_wallcorner_01' is partially floating or needs to be ali
gned
In map prefabs/bfmap/forest_house.map on entity 0 brush 196 at 608 -6005 -51
ERROR: surface 'ch_dec_concrete02' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 189 at 1201 -5927 -50
ERROR: surface 'icbm_decal_bloodsplat4' is partially floating or needs to be ali
gned
In map prefabs/bfmap/forest_house.map on entity 0 brush 524 at 802 -5294 0
ERROR: surface 'icbm_decal_bloodsplat4' is partially floating or needs to be ali
gned
In map prefabs/bfmap/forest_house.map on entity 0 brush 524 at 802 -5293 0
ERROR: surface 'killhouse_marks' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 465 at 908 -5436 154
ERROR: surface 'killhouse_marks' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 465 at 908 -5400 165
ERROR: surface 'ch_rubble_conc01_decal' is partially floating or needs to be ali
gned
In map prefabs/bfmap/forest_house.map on entity 0 brush 442 at 680 -6008 -48
ERROR: surface 'ch_rubble_conc01_decal' is partially floating or needs to be ali
gned
In map prefabs/bfmap/forest_house.map on entity 0 brush 442 at 697 -6008 -48
ERROR: surface 'ch_rubble_conc01_decal' is partially floating or needs to be ali
gned
In map prefabs/bfmap/forest_house.map on entity 0 brush 442 at 705 -6008 -48
ERROR: surface 'ch_rubble_conc01_decal' is partially floating or needs to be ali
gned
In map prefabs/bfmap/forest_house.map on entity 0 brush 442 at 1138 -5544 -48
ERROR: surface 'ch_rubble_conc01_decal' is partially floating or needs to be ali
gned
In map prefabs/bfmap/forest_house.map on entity 0 brush 442 at 1144 -5537 -48
ERROR: surface 'ch_rubble_conc01_decal' is partially floating or needs to be ali
gned
In map prefabs/bfmap/forest_house.map on entity 0 brush 442 at 1145 -5527 -48
ERROR: surface 'me_trash01' is partially floating or needs to be aligned
In map prefabs/bfmap/bf_house_23_destroy.map on entity 0 brush 220 at -1098 -529
0 108
ERROR: surface 'icbm_decal_bloodpool' is partially floating or needs to be align
ed
In map prefabs/bfmap/forest_house.map on entity 0 brush 519 at 753 -5312 -49
ERROR: surface 'icbm_decal_bloodpool' is partially floating or needs to be align
ed
In map prefabs/bfmap/forest_house.map on entity 0 brush 523 at 761 -5356 -49
ERROR: surface 'ch_dec_burntstain_01' is partially floating or needs to be align
ed
In map prefabs/bfmap/forest_house.map on entity 0 brush 190 at 1270 -5831 -49
ERROR: surface 'ch_dec_darkstain_01' is partially floating or needs to be aligne
d
In map prefabs/bfmap/forest_house.map on entity 0 brush 852 at 553 -5457 343
ERROR: surface 'ch_dec_darkstain_01' is partially floating or needs to be aligne
d
In map prefabs/bfmap/forest_house.map on entity 0 brush 554 at 578 -5671 -123
ERROR: surface 'ch_dec_darkstain_01' is partially floating or needs to be aligne
d
In map prefabs/bfmap/forest_house.map on entity 0 brush 554 at 582 -5671 -125
ERROR: surface 'ch_dec_darkstain_01' is partially floating or needs to be aligne
d
In map prefabs/bfmap/forest_house.map on entity 0 brush 554 at 585 -5671 -123
ERROR: surface 'ch_dec_darkstain_01' is partially floating or needs to be aligne
d
In map prefabs/bfmap/forest_house.map on entity 0 brush 889 at 848 -5175 -12
ERROR: surface 'ch_dec_darkstain_01' is partially floating or needs to be aligne
d
In map prefabs/bfmap/forest_house.map on entity 0 brush 885 at 961 -5175 -49
ERROR: surface 'ch_dec_darkstain_01' is partially floating or needs to be aligne
d
In map prefabs/bfmap/forest_house.map on entity 0 brush 890 at 961 -5077 -12
ERROR: surface 'ch_dec_darkstain_01' is partially floating or needs to be aligne
d
In map prefabs/bfmap/forest_house.map on entity 0 brush 891 at 1074 -5175 -12
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 703 at 581 -5709 720
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 605 at 589 -6094 -120
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 610 at 578 -6080 304
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 613 at 578 -5844 501
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 613 at 578 -5844 500
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 615 at 578 -5714 656
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 615 at 578 -5714 655
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 615 at 578 -5582 610
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 616 at 578 -5524 499
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 616 at 578 -5524 499
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 613 at 579 -5844 501
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 615 at 579 -5714 656
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 616 at 579 -5524 499
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 575 at 986 -6011 32
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 575 at 986 -6009 23
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 575 at 986 -6007 32
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 708 at 1392 -6201 335
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 708 at 1408 -6210 327
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 708 at 1410 -6037 463
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 708 at 1412 -5709 720
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 922 at 1408 -5861 424
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 922 at 1408 -5860 424
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 915 at 1408 -5758 504
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 918 at 1411 -5609 634
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 915 at 1408 -5670 504
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 922 at 1411 -5860 424
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 915 at 1411 -5758 504
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 915 at 1411 -5670 504
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 922 at 1413 -5861 424
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 968 at 1413 -5498 254
ERROR: surface 'com_stain_01' is partially floating or needs to be aligned
In map prefabs/bfmap/forest_house.map on entity 0 brush 708 at 1424 -5960 524
ERROR: surface 'me_decal_adobe_top_01' is partially floating or needs to be alig
ned
In map prefabs/bfmap/bf_house_23_destroy.map on entity 0 brush 277 at -708 -5096
100
ERROR: surface 'me_decal_adobe_top_01' is partially floating or needs to be alig
ned
In map prefabs/bfmap/forest_house.map on entity 0 brush 288 at 661 -5927 22
ERROR: surface 'me_decal_adobe_top_01' is partially floating or needs to be alig
ned
In map prefabs/bfmap/forest_house.map on entity 0 brush 288 at 661 -5926 18
ERROR: surface 'me_decal_adobe_top_01' is partially floating or needs to be alig
ned
In map prefabs/bfmap/forest_house.map on entity 0 brush 288 at 662 -5927 14
ERROR: surface 'me_decal_adobe_top_01' is partially floating or needs to be alig
ned
In map prefabs/bfmap/forest_house.map on entity 0 brush 288 at 662 -5927 14
ERROR: surface 'me_decal_adobe_top_01' is partially floating or needs to be alig
ned
In map prefabs/bfmap/forest_house.map on entity 0 brush 288 at 662 -5927 15
ERROR: surface 'me_decal_adobe_top_01' is partially floating or needs to be alig
ned
In map prefabs/bfmap/forest_house.map on entity 0 brush 288 at 662 -5927 21
ERROR: surface 'me_decal_adobe_top_01' is partially floating or needs to be alig
ned
In map prefabs/bfmap/forest_house.map on entity 0 brush 285 at 713 -5927 29
ERROR: surface 'me_decal_adobe_top_01' is partially floating or needs to be alig
ned
In map prefabs/bfmap/forest_house.map on entity 0 brush 285 at 710 -5927 33
ERROR: surface 'me_decal_adobe_top_01' is partially floating or needs to be alig
ned
In map prefabs/bfmap/forest_house.map on entity 0 brush 285 at 713 -5926 29
ERROR: surface 'me_decal_adobe_top_01' is partially floating or needs to be alig
ned
In map prefabs/bfmap/forest_house.map on entity 0 brush 583 at 986 -6006 30
ERROR: surface 'me_decal_adobe_top_01' is partially floating or needs to be alig
ned
In map prefabs/bfmap/forest_house.map on entity 0 brush 583 at 985 -6005 28
ERROR: surface 'me_decal_darkstain_05' is partially floating or needs to be alig
ned
In map prefabs/bfmap/forest_house.map on entity 0 brush 195 at 1100 -6005 -48 |
|
Hier muss dann das Tool neu anfangen zu schreiben und es kommen die nächsten Fehler. Da musste unbedingt was machen da wird dir keiner weiter helfen können denn dann müsste man schon das Haus neu bauen.
Banana2077
Original von Verni@hter
200 mal in eine Map??? Ich baue nur dein haus in ne Map die ich dann compiliere und das Tool springt mich fast an. Da kommen so viele Fehler das das ganze auf 2 Seite geschrieben werden muss und das ist nur das Haus.
Hier mal 10% vom Vorgang:
[code]
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
================================
WROTE PORTAL LEAKFILE: F:\Modtools\cod4_ohne_mods\map_source\mp_bfmap.lin
================================
Hier muss dann das Tool neu anfangen zu schreiben und es kommen die nächsten Fehler. Da musste unbedingt was machen da wird dir keiner weiter helfen können denn dann müsste man schon das Haus neu bauen.
Nein natürlich nur theoretisch 200 mal das haus ist in meiner map natürlich nur 1 mal vorhanden, nur die map ist halt so groß das dies möglich wäre...
Ahehe ich habe diese Portal Fehler gar nicht gesehen wegen den vielen Surface Error Sachen..
Okey, dann wage ich mich mal an die ganzen Surface Fehler und wie komme ich dann mit den Portal Fehlern weiter?
Dankeschön
Banana
Verni@hter
1.) alle Fehler in deiner Map wegmachen! ALLE
2.) mein Bild angucken und für dein Haus nachmachen und Dinge die man schreibt auch mal umsetzen ansonsten sehe ich da schwarz.
3.) überdenke dein Haus da kann dir wirklich keiner helfen
Banana2077
1) okey
2) naja eigentlich habe ich die portale doch richtig gesetzt, ich weiss nicht was da falsch sein soll
3) Was meinst du damit konkret?
Verni@hter
2.) Wenn du das was du für Portale nicht brauchst zb. Detailbrushes ausblendest sieht man meistens auch seine Fehler.
zu 3.) zb. Fußleisten, Mauern die man wohl kaputt machen kann das ist alles so winzig das es kein Wunder ist das die Map stock und an Limits kommt, Wände die aus 4 Brushes bestehen obwohl nur einer benötigt wird. Dein Haus besteht aus fast 7000 Brushes zum vergleich...meine Map an der ich da so bastle hat 33 MB und hat 16ooo Brushes und davon sind es 23 Gebäude.
Banana2077
2) portal has the same cell on both sides, portal ignored..
Was heißt den das?
3) Also zum zerstören gibts in meinem Haus nichts..
Heißt ein Brush braucht weniger Memory als 4, klingt logisch...