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Проверенный лог
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- Running command:
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- cd "F:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin"
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- Running command:
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- "F:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" -game "F:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2" "C:\Users\sanya\OneDrive\─юъєьхэЄ√\Sosenskyalphasunfixes.vmf"
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- Valve Software - vbsp.exe (Jun 23 2021)
- 8 threads
- MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\sanya\OneDrive\─юъєьхэЄ√\Sosenskyalphasunfixes.log', but we don't own that location. Allowing.
- materialPath: F:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\materials
- Loading C:\Users\sanya\OneDrive\─юъєьхэЄ√\Sosenskyalphasunfixes.vmf
- Could not locate 'GameData' key in f:\steam\steamapps\common\source sdk base 2013 multiplayer\hl2\gameinfo.txt
- Patching WVT material: maps/sosenskyalphasunfixes/dev/dev_blendmeasure_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Processing areas...done (0)
- Building Faces...error: material MAXOFS2D/GRASS_02 doesn't have a $bottommaterial
- error: material MAXOFS2D/GRASS_02 doesn't have a $bottommaterial
- error: material MAXOFS2D/GRASS_02 doesn't have a $bottommaterial
- error: material MAXOFS2D/GRASS_02 doesn't have a $bottommaterial
- error: material MAXOFS2D/GRASS_02 doesn't have a $bottommaterial
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done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 46 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\sanya\OneDrive\─юъєьхэЄ√\Sosenskyalphasunfixes.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_04*.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_04*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Found a displacement edge abutting multiple other edges.
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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 (0) (770884 bytes)
- Error! prop_static using model "models/props_interiors/pot01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
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Error loading studio model "models/props_interiors/pot01a.mdl"!
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Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 1233 texinfos to 998
- Reduced 46 texdatas to 37 (1541 bytes to 1253)
- Writing C:\Users\sanya\OneDrive\─юъєьхэЄ√\Sosenskyalphasunfixes.bsp
- MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\sanya\OneDrive\─юъєьхэЄ√\Sosenskyalphasunfixes.bsp', but we don't own that location. Allowing.
- Wrote ZIP buffer, estimated size 216678, actual size 214990
- 1 second elapsed
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- Running command:
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- cd "F:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin"
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- Running command:
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- "F:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" -game "F:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2" -fast "C:\Users\sanya\OneDrive\─юъєьхэЄ√\Sosenskyalphasunfixes"
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- Valve Software - vvis.exe (Jun 23 2021)
- fastvis = true
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MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\sanya\onedrive\─юъєьхэЄ√\Sosenskyalphasunfixes.log', but we don't own that location. Allowing.
- 8 threads
- reading c:\users\sanya\onedrive\─юъєьхэЄ√\Sosenskyalphasunfixes.bsp
- reading c:\users\sanya\onedrive\─юъєьхэЄ√\Sosenskyalphasunfixes.prt
- 1320 portalclusters
- 4741 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Optimized: 93769 visible clusters (6.32%)
- Total clusters visible: 1483365
- Average clusters visible: 1123
- Building PAS...
- Average clusters audible: 1319
- visdatasize:439250 compressed from 443520
- writing c:\users\sanya\onedrive\─юъєьхэЄ√\Sosenskyalphasunfixes.bsp
- MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\sanya\onedrive\─юъєьхэЄ√\Sosenskyalphasunfixes.bsp', but we don't own that location. Allowing.
- 0 seconds elapsed
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- Running command:
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- cd "F:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin"
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- Running command:
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- "F:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" -fast -game "F:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2" "C:\Users\sanya\OneDrive\─юъєьхэЄ√\Sosenskyalphasunfixes"
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- Valve Software - vrad.exe SSE (Jun 23 2021)
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- Valve Radiosity Simulator
- 8 threads
- MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\sanya\onedrive\─юъєьхэЄ√\Sosenskyalphasunfixes.log', but we don't own that location. Allowing.
- [Reading texlights from 'lights.rad']
- [2 texlights parsed from 'lights.rad']
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- Loading c:\users\sanya\onedrive\─юъєьхэЄ√\Sosenskyalphasunfixes.bsp
- Setting up ray-trace acceleration structure... Done (0.60 seconds)
- 14347 faces
- 4 degenerate faces
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4603911 square feet [662963264.00 square inches]
- 30 Displacements
- 528932 Square Feet [76166288.00 Square Inches]
- 14343 patches before subdivision
- 14343 patches after subdivision
- sun extent from map=0.000000
- 3 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
- transfers 2383914, max 1083
- transfer lists: 18.2 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(12160, 8582, 3895)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(1798, 1104, 386)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(384, 171, 48)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(92, 28, 6)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(50, 5, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(17, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(15, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(6, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(6, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(3, 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 (1)
- Bounce #12 added RGB(1, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.2273 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
- 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 (5)
- Writing leaf ambient...done
- Ready to Finish
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- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 2/1024 96/49152 ( 0.2%)
- brushes 1046/8192 12552/98304 (12.8%)
- brushsides 8695/65536 69560/524288 (13.3%)
- planes 4200/65536 84000/1310720 ( 6.4%)
- vertexes 17815/65536 213780/786432 (27.2%)
- nodes 2150/65536 68800/2097152 ( 3.3%)
- texinfos 998/12288 71856/884736 ( 8.1%)
- texdata 37/2048 1184/65536 ( 1.8%)
- dispinfos 30/0 5280/0 ( 0.0%)
- disp_verts 2334/0 46680/0 ( 0.0%)
- disp_tris 3840/0 7680/0 ( 0.0%)
- disp_lmsamples 339637/0 339637/0 ( 0.0%)
- faces 14347/65536 803432/3670016 (21.9%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 4227/65536 236712/3670016 ( 6.4%)
- leaves 2153/65536 68896/2097152 ( 3.3%)
- leaffaces 18290/65536 36580/131072 (27.9%)
- leafbrushes 2781/65536 5562/131072 ( 4.2%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 79177/512000 316708/2048000 (15.5%)
- edges 42593/256000 170372/1024000 (16.6%)
- LDR worldlights 3/8192 264/720896 ( 0.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 1/32768 12/393216 ( 0.0%)
- waterstrips 567/32768 5670/327680 ( 1.7%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 10104/65536 20208/131072 (15.4%)
- cubemapsamples 1/1024 16/16384 ( 0.1%)
- overlays 0/512 0/180224 ( 0.0%)
- LDR lightdata [variable] 30354724/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 439250/16777216 ( 2.6%)
- entdata [variable] 6085/393216 ( 1.5%)
- LDR ambient table 2153/65536 8612/262144 ( 3.3%)
- HDR ambient table 2153/65536 8612/262144 ( 3.3%)
- LDR leaf ambient 10700/65536 299600/1835008 (16.3%)
- HDR leaf ambient 2153/65536 60284/1835008 ( 3.3%)
- 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] 1/5834 ( 0.0%)
- pakfile [variable] 214990/0 ( 0.0%)
- physics [variable] 770884/4194304 (18.4%)
- physics terrain [variable] 0/1048576 ( 0.0%)
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- Level flags = 0
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- Total triangle count: 34145
- Writing c:\users\sanya\onedrive\─юъєьхэЄ√\Sosenskyalphasunfixes.bsp
- 23 seconds elapsed
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- Running command:
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- copy "C:\Users\sanya\OneDrive\─юъєьхэЄ√\Sosenskyalphasunfixes.bsp" "F:\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\maps\Sosenskyalphasunfixes.bsp"
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- Command failed with return code 0x1!
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- 7 command(s) finished in 26 seconds
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- Press a key to close.
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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
Found a displacement edge abutting multiple other edges
Ошибка возникает, если на одной грани пересекаются целых 3 стороны дисплейсмента (т.е. 2 стороны соприкасаются как положено, а третья касается перпендикулярно им снизу или сверху. На компиляцию не повлияет, но в месте пересечения могут возникнуть проблемы с освещением. В таком случае лишнюю сторону нужно удалить
Error: material [Имя текстуры] doesn't have a bottommaterial
Одна из текстур не имеет параметра bottommaterial, это приведёт к её некорректному отображению на карте. Покрасьте объект другой текстурой или отредактируйте vmt-файл, если знаете, как
Error! prop_static using model [Имя модели], which must be used on a dynamic entity (i.e. prop_physics). Deleted
Каждая модель может быть использована только в определённых prop-энтитях, например физическая энтити работает в prop_physics, но не работает в prop_dynamic. Узнать, где может использоваться модель, можно в браузере моделей. Модель, использованная не в том prop-объекте будет удалена при компиляции и в игре не отобразится
Error loading studio model [Имя модели]!
На карте есть prop-энтити, которой не присвоено имя модели (или данная модель не существует/является нерабочей). Объект с данной ошибкой в игре не отобразится. Чтобы исправить её, перейдите к prop-объекту и укажите в его параметре Model имя модели
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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