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Проверенный лог
-
-
- ** Executing...
- ** Command: ".\vbsp.exe"
- ** Parameters: -game "..\..\nmrih" "C:\Users\AtLaS\Desktop\pvp_4houses_winter_d_d_d.vmf"
-
- Valve Software - vbsp.exe (Sep 7 2015)
- 2 threads
- materialPath: D:\Program files\steamapps\common\nmrih\nmrih\materials
- Loading C:\Users\AtLaS\Desktop\pvp_4houses_winter_d_d_d.vmf
- Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_I, using default
- Can't find surfaceprop stone for material STONE/INFWLLJ, using default
- Can't find surfaceprop stone for material STONE/INFWLLC, using default
- Could not locate 'GameData' key in d:\program files\steamapps\common\nmrih\nmrih\gameinfo.txt
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 68 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\AtLaS\Desktop\pvp_4houses_winter_d_d_d.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/militia_hdr*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/militia_hdr*.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...
- WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
- done (1) (409325 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 1196 texinfos to 773
- Reduced 31 texdatas to 30 (718 bytes to 656)
- Writing C:\Users\AtLaS\Desktop\pvp_4houses_winter_d_d_d.bsp
- 6 seconds elapsed
-
- ** Executing...
- ** Command: ".\vvis.exe"
- ** Parameters: -game "..\..\nmrih" -fast "C:\Users\AtLaS\Desktop\pvp_4houses_winter_d_d_d"
-
- Valve Software - vvis.exe (Sep 7 2015)
- fastvis = true
-
2 threads
- reading c:\users\atlas\desktop\pvp_4houses_winter_d_d_d.bsp
- reading c:\users\atlas\desktop\pvp_4houses_winter_d_d_d.prt
- 1202 portalclusters
- 3970 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
- Optimized: 28370 visible clusters (2.14%)
- Total clusters visible: 1328680
- Average clusters visible: 1105
- Building PAS...
- Average clusters audible: 1194
- visdatasize:370544 compressed from 365408
- writing c:\users\atlas\desktop\pvp_4houses_winter_d_d_d.bsp
- 3 seconds elapsed
-
- ** Executing...
- ** Command: ".\vrad.exe"
- ** Parameters: -game "..\..\nmrih" "C:\Users\AtLaS\Desktop\pvp_4houses_winter_d_d_d"
-
- Valve Software - vrad.exe SSE (Sep 7 2015)
-
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - ow models/props_wasteland/interior_fence004b.mdl
- [52 texlights parsed from 'lights.rad']
-
- Loading c:\users\atlas\desktop\pvp_4houses_winter_d_d_d.bsp
- Setting up ray-trace acceleration structure... Done (1.11 seconds)
- 3120 faces
- 2 degenerate faces
-
479239 square feet [69010536.00 square inches]
- 5 Displacements
- 167744 Square Feet [24155236.00 Square Inches]
- 3118 patches before subdivision
- 21074 patches after subdivision
- 47 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
- transfers 1695545, max 614
- transfer lists: 12.9 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(111600, 40155, 186971)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(26206, 6762, 6649)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(7437, 1524, 1543)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(2338, 407, 217)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(772, 116, 52)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(265, 35, 13)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(93, 11, 3)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(33, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(12, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(4, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0084 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
- 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 (10)
- Writing leaf ambient...done
- Ready to Finish
-
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 66/1024 3168/49152 ( 6.4%)
- brushes 806/8192 9672/98304 ( 9.8%)
- brushsides 5679/65536 45432/524288 ( 8.7%)
- planes 3732/65536 74640/1310720 ( 5.7%)
- vertexes 5096/65536 61152/786432 ( 7.8%)
- nodes 2419/65536 77408/2097152 ( 3.7%)
- texinfos 773/12288 55656/884736 ( 6.3%)
- texdata 30/2048 960/65536 ( 1.5%)
- dispinfos 5/0 880/0 ( 0.0%)
- disp_verts 613/0 12260/0 ( 0.0%)
- disp_tris 1024/0 2048/0 ( 0.0%)
- disp_lmsamples 124614/0 124614/0 ( 0.0%)
- faces 3120/65536 174720/3670016 ( 4.8%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 2253/65536 126168/3670016 ( 3.4%)
- leaves 2486/65536 79552/2097152 ( 3.8%)
- leaffaces 4231/65536 8462/131072 ( 6.5%)
- leafbrushes 1980/65536 3960/131072 ( 3.0%)
- areas 5/256 40/2048 ( 2.0%)
- surfedges 24619/512000 98476/2048000 ( 4.8%)
- edges 14783/256000 59132/1024000 ( 5.8%)
- LDR worldlights 47/8192 4136/720896 ( 0.6%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 253/32768 2530/327680 ( 0.8%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 4980/65536 9960/131072 ( 7.6%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 5/512 1760/180224 ( 1.0%)
- LDR lightdata [variable] 1202204/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 370544/16777216 ( 2.2%)
- entdata [variable] 172958/393216 (44.0%)
- LDR ambient table 2486/65536 9944/262144 ( 3.8%)
- HDR ambient table 2486/65536 9944/262144 ( 3.8%)
- LDR leaf ambient 9991/65536 279748/1835008 (15.2%)
- HDR leaf ambient 2486/65536 69608/1835008 ( 3.8%)
- 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] 1/13270 ( 0.0%)
- pakfile [variable] 173895/0 ( 0.0%)
- physics [variable] 409325/4194304 ( 9.8%)
- physics terrain [variable] 0/1048576 ( 0.0%)
-
- Level flags = 0
-
- Total triangle count: 9348
- Writing c:\users\atlas\desktop\pvp_4houses_winter_d_d_d.bsp
- 46 seconds elapsed
-
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\Users\AtLaS\Desktop\pvp_4houses_winter_d_d_d.bsp" "..\..\nmrih\maps\pvp_4houses_winter_d_d_d.bsp"
-
-
- ** Executing...
- ** Command: "..\hl2.exe"
- ** Parameters: -game "..\..\nmrih" +map "pvp_4houses_winter_d_d_d" -steam
-
-
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Обнаруженные ошибки
fastvis = true
Это скорее предупреждение, чем ошибка. Оно означает, что компиляция VVIS происходит в быстром режиме (параметр -fast). В результате такой компиляции карта будет не до конца оптимизирована, могут возникнуть сбои или некорректная работа каких-либо объектов на карте. Но иногда без параметра -fast компилятор не может завершить свою работу (зависает, долго компилирует), это связано с плохой оптимизацией карты
degenerate face
Подобная ошибка возникает, если 2 вершины одного из брашей совпадают или 3 вершины находятся на одной линии. У объекта с ошибкой может неправильно просчитаться освещение, но на компиляцию это никак не влияет
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