Ja habe 2 func_details drinne sind nur 2 treppen habe die nun rausgenommen es ist nicht mehr so das die map auf einmall verschwindet wenn mann am rand geht aber der fehler ist immer nochh da
Neuster Log
** Executing...
** Command: "c:program filessteamsteamappsthe_neo1sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsthe_neo1counter-strike sourcecstrike" "C:UsersThe_VirusDesktopvmex098eaim_ag_texture_v8.vmf"
Valve Software - vbsp.exe (Jun 8 2010)
4 threads
materialPath: c:program filessteamsteamappsthe_neo1counter-strike sourcecstrikematerials
Loading C:UsersThe_VirusDesktopvmex098eaim_ag_texture_v8.vmf
Could not locate 'GameData' key in c:program filessteamsteamappsthe_neo1counter-strike sourcecstrikegameinfo.txt
Patching WVT material: maps/aim_ag_texture_v8/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/aim_ag_texture_v8/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (6)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (5)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (1)
writing C:UsersThe_VirusDesktopvmex098eaim_ag_texture_v8.prt...Building visibility clusters...
done (2)
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) (648844 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2354 texinfos to 2020
Reduced 21 texdatas to 19 (511 bytes to 468)
Writing C:UsersThe_VirusDesktopvmex098eaim_ag_texture_v8.bsp
17 seconds elapsed
** Executing...
** Command: "c:program filessteamsteamappsthe_neo1sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsthe_neo1counter-strike sourcecstrike" -fast "C:UsersThe_VirusDesktopvmex098eaim_ag_texture_v8"
Valve Software - vvis.exe (Jun 8 2010)
fastvis = true
4 threads
reading c:usersthe_virusdesktopvmex098eaim_ag_texture_v8.bsp
reading c:usersthe_virusdesktopvmex098eaim_ag_texture_v8.prt
9610 portalclusters
45992 numportals
The map overflows the max portal count (45992 of max 32768)!
** Executing...
** Command: "c:program filessteamsteamappsthe_neo1sourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsthe_neo1counter-strike sourcecstrike" -noextra "C:UsersThe_VirusDesktopvmex098eaim_ag_texture_v8"
Valve Software - vrad.exe SSE (Jun 8 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:usersthe_virusdesktopvmex098eaim_ag_texture_v8.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.58 seconds)
21367 faces
63 degenerate faces
1218573 square feet [175474640.00 square inches]
1 Displacements
552 Square Feet [79616.00 Square Inches]
30 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (22)
Build Patch/Sample Hash Table(s).....Done<0.0349 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (26)
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 (35)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 1725/8192 20700/98304 (21.1%)
brushsides 25966/65536 207728/524288 (39.6%)
planes 38770/65536 775400/1310720 (59.2%)
vertexes 29700/65536 356400/786432 (45.3%)
nodes 16001/65536 512032/2097152 (24.4%)
texinfos 2020/12288 145440/884736 (16.4%)
texdata 19/2048 608/65536 ( 0.9%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 1638/0 1638/0 ( 0.0%)
faces 21367/65536 1196552/3670016 (32.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8301/65536 464856/3670016 (12.7%)
leaves 16012/65536 512384/2097152 (24.4%)
leaffaces 25315/65536 50630/131072 (38.6%)
leafbrushes 8354/65536 16708/131072 (12.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 136683/512000 546732/2048000 (26.7%)
edges 72011/256000 288044/1024000 (28.1%)
LDR worldlights 30/8192 2640/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1851/32768 18510/327680 ( 5.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 28872/65536 57744/131072 (44.1%)
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2181896/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 12692/393216 ( 3.2%)
LDR ambient table 16012/65536 64048/262144 (24.4%)
HDR ambient table 16012/65536 64048/262144 (24.4%)
LDR leaf ambient 50955/65536 1426740/1835008 (77.8%)
HDR leaf ambient 16012/65536 448336/1835008 (24.4%)
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] 1/12 ( 8.3%)
pakfile [variable] 951493/0 ( 0.0%)
physics [variable] 648844/4194304 (15.5%)
physics terrain [variable] 214/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 61245
Writing c:usersthe_virusdesktopvmex098eaim_ag_texture_v8.bsp
1 minute, 28 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:UsersThe_VirusDesktopvmex098eaim_ag_texture_v8.bsp" "c:program filessteamsteamappsthe_neo1counter-strike sourcecstrikemapsaim_ag_texture_v8.bsp"
** Executing...
** Command: c:program filessteamsteam.exe
** Parameters: -applaunch 240 -game "c:program filessteamsteamappsthe_neo1counter-strike sourcecstrike" +map "aim_ag_texture_v8"