danke
ja mach so wie du es geschrieben hast das wasser und geht trotzdem nicht, keine ahnung warum wollte es ja in meiner ersten map einbauen aber hat net gekleppt war immer durchsichtig ausser wenn man drinnen war. alles probiert andere texture himmel herab gesetzt und und und..., danke das du das bild hier rein gestellt hast hab no kein webspace !
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 1
was heisst das das ich ein loch habe ? was mir aufgefallen ist wenn ich das light_enviroment und das cube map weglasse steht das net mehr da da steht nur ***leaked***
weiss wer was das memory leaked bedeutet ?
weil schon langsam glaub ich solang man das hat geht das wasser net, weil wenn i kein licht und cube map setze geht das wasser hm ????
** Executing...
** Command: Change Directory
** Parameters: "c:\programme\valve\steam\steamapps\account
** Executing...
** Command: Copy File
** Parameters: "C:\Programme\Valve\Steam\SteamApps\account\sourcesdk\cstrike_sample_content\maps\cold.vmf" "C:\Programme\Valve\Steam\SteamApps\account\sourcesdk\cstrike_sample_content\maps\cold.vmf"
** Executing...
** Command: "C:\Programme\Valve\Steam\SteamApps\account\sourcesdk\bin\vbsp.exe"
** Parameters: "C:\Programme\Valve\Steam\SteamApps\account\sourcesdk\cstrike_sample_content\maps\cold"
Valve Software - vbsp.exe (Nov 4 2004)
1 threads
materialPath: C:\Programme\Valve\Steam\SteamApps\account\sourcesdk\cstrike_sample_content\materials
Loading C:\Programme\Valve\Steam\SteamApps\account\sourcesdk\cstrike_sample_content\maps\cold.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_environment (1156.00 3533.00 984.00) leaked!
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_dust...
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) (75629 bytes)
Building Physics collision data...
done (0) (75629 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Programme\Valve\Steam\SteamApps\account\sourcesdk\cstrike_sample_content\maps\cold.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "C:\Programme\Valve\Steam\SteamApps\account\sourcesdk\bin\vvis.exe"
** Parameters: -fast "C:\Programme\Valve\Steam\SteamApps\account\sourcesdk\cstrike_sample_content\maps\cold"
Valve Software - vvis.exe (Nov 4 2004)
fastvis = true
1 threads
reading c:\programme\valve\steam\steamapps\account\sourcesdk\cstrike_sample_content\maps\cold.bsp
reading c:\programme\valve\steam\steamapps\account\sourcesdk\cstrike_sample_content\maps\cold.prt
LoadPortals: couldn't read c:\programme\valve\steam\steamapps\account\sourcesdk\cstrike_sample_content\maps\cold.prt
** Executing...
** Command: "C:\Programme\Valve\Steam\SteamApps\account\sourcesdk\bin\vrad.exe"
** Parameters: "C:\Programme\Valve\Steam\SteamApps\account\sourcesdk\cstrike_sample_content\maps\cold"
Valve Software - vrad.exe (Nov 4 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\programme\valve\steam\steamapps\account\sourcesdk\cstrike_sample_content\maps\cold.bsp
No vis information, direct lighting only.
1535 faces
344911 square feet [49667224.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (42)
Build Patch/Sample Hash Table(s).....Done<0.0294 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 197/8192 2364/98304 ( 2.4%)
brushsides 1777/65536 14216/524288 ( 2.7%)
planes 1786/65536 35720/1310720 ( 2.7%)
vertexes 2372/65536 28464/786432 ( 3.6%)
nodes 1047/65536 33504/2097152 ( 1.6%)
texinfos 435/12288 31320/884736 ( 3.5%)
texdata 18/2048 576/65536 ( 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 1535/65536 85960/3670016 ( 2.3%)
origfaces 700/65536 39200/3670016 ( 1.1%)
leaves 1050/65536 58800/3670016 ( 1.6%)
leaffaces 1852/65536 3704/131072 ( 2.8%)
leafbrushes 791/65536 1582/131072 ( 1.2%)
surfedges 10565/512000 42260/2048000 ( 2.1%)
edges 5931/256000 23724/1024000 ( 2.3%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 77/32768 770/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2289/65536 4578/131072 ( 3.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 817232/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1416/393216 ( 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] 1/1744 ( 0.1%)
pakfile [variable] 21102/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 75629/4194304 ( 1.8%)
==== Total Win32 BSP file data space used: 1322411 bytes ====
Linux Specific Data:
physicssurface [variable] 75629/6291456 ( 1.2%)
==== Total Linux BSP file data space used: 1322411 bytes ====
Total triangle count: 4663
Writing c:\programme\valve\steam\steamapps\account\sourcesdk\cstrike_sample_content\maps\cold.bsp
43 seconds elapsed