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Проверенный лог
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-
- ** Executing...
- ** Command: "D:\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
- ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" "D:\HammerAutosave\gm_blesmont_rebuild_001.vmf_autosave"
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- Valve Software - vbsp.exe (May 15 2014)
- 4 threads
- materialPath: D:\Steam\steamapps\common\Half-Life 2\hl2\materials
- Loading D:\HammerAutosave\gm_blesmont_rebuild_001.vmf_autosave
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Could not locate 'GameData' key in d:\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
- 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 NATURE/WATER_CANALS_CITY_BENEATH doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_CITY_BENEATH doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_CITY_BENEATH doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_CITY_BENEATH doesn't have a $bottommaterial
- error: material NATURE/WATER_CANALS_CITY_BENEATH doesn't have a $bottommaterial
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done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 22 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing D:\HammerAutosave\gm_blesmont_rebuild_001.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/bluesky weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/bluesky to build the default cubemap!
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*** Error: Skybox vtf files for skybox/bluesky weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/bluesky to build the default cubemap!
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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) (197932 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 1399 texinfos to 566
- Reduced 88 texdatas to 71 (2760 bytes to 1813)
- Writing D:\HammerAutosave\gm_blesmont_rebuild_001.bsp
- 4 seconds elapsed
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- ** Executing...
- ** Command: "D:\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
- ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" "D:\HammerAutosave\gm_blesmont_rebuild_001"
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- Valve Software - vvis.exe (May 15 2014)
- 4 threads
- reading d:\hammerautosave\gm_blesmont_rebuild_001.bsp
- reading d:\hammerautosave\gm_blesmont_rebuild_001.prt
- 295 portalclusters
- 861 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)
- Optimized: 395 visible clusters (1.06%)
- Total clusters visible: 37440
- Average clusters visible: 126
- Building PAS...
- Average clusters audible: 272
- visdatasize:23300 compressed from 23600
- writing d:\hammerautosave\gm_blesmont_rebuild_001.bsp
- 3 seconds elapsed
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- ** Executing...
- ** Command: "D:\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
- ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" "D:\HammerAutosave\gm_blesmont_rebuild_001"
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- Valve Software - vrad.exe SSE (May 15 2014)
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- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
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- Loading d:\hammerautosave\gm_blesmont_rebuild_001.bsp
- Setting up ray-trace acceleration structure... Done (0.29 seconds)
- 1650 faces
- 412899 square feet [59457596.00 square inches]
- 3 Displacements
- 404 Square Feet [58232.48 Square Inches]
- 1650 patches before subdivision
- 15738 patches after subdivision
- sun extent from map=0.104528
- 133 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
- transfers 1270215, max 453
- transfer lists: 9.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(44097, 53625, 47860)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(6199, 8048, 6941)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(1175, 1538, 1236)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(287, 372, 269)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(77, 96, 61)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(22, 27, 15)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(7, 8, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(2, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(1, 1, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0059 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
- FinalLightFace Done
- 56 of 96 (58% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Writing leaf ambient...done
- Ready to Finish
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- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 25/1024 1200/49152 ( 2.4%)
- brushes 545/8192 6540/98304 ( 6.7%)
- brushsides 3725/65536 29800/524288 ( 5.7%)
- planes 1540/65536 30800/1310720 ( 2.3%)
- vertexes 2932/65536 35184/786432 ( 4.5%)
- nodes 1007/65536 32224/2097152 ( 1.5%)
- texinfos 566/12288 40752/884736 ( 4.6%)
- texdata 71/2048 2272/65536 ( 3.5%)
- dispinfos 3/0 528/0 ( 0.0%)
- disp_verts 75/0 1500/0 ( 0.0%)
- disp_tris 96/0 192/0 ( 0.0%)
- disp_lmsamples 1564/0 1564/0 ( 0.0%)
- faces 1650/65536 92400/3670016 ( 2.5%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 1190/65536 66640/3670016 ( 1.8%)
- leaves 1033/65536 33056/2097152 ( 1.6%)
- leaffaces 2045/65536 4090/131072 ( 3.1%)
- leafbrushes 1132/65536 2264/131072 ( 1.7%)
- areas 8/256 64/2048 ( 3.1%)
- surfedges 12404/512000 49616/2048000 ( 2.4%)
- edges 8008/256000 32032/1024000 ( 3.1%)
- LDR worldlights 133/8192 11704/720896 ( 1.6%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 4/32768 48/393216 ( 0.0%)
- waterstrips 157/32768 1570/327680 ( 0.5%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 3045/65536 6090/131072 ( 4.6%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 5/512 1760/180224 ( 1.0%)
- LDR lightdata [variable] 588184/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 23300/16777216 ( 0.1%)
- entdata [variable] 33772/393216 ( 8.6%)
- LDR ambient table 1033/65536 4132/262144 ( 1.6%)
- HDR ambient table 1033/65536 4132/262144 ( 1.6%)
- LDR leaf ambient 3397/65536 95116/1835008 ( 5.2%)
- HDR leaf ambient 1033/65536 28924/1835008 ( 1.6%)
- 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] 1/8002 ( 0.0%)
- pakfile [variable] 5376/0 ( 0.0%)
- physics [variable] 197932/4194304 ( 4.7%)
- physics terrain [variable] 651/1048576 ( 0.1%)
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- Level flags = 0
-
- Total triangle count: 4370
- Writing d:\hammerautosave\gm_blesmont_rebuild_001.bsp
- 10 seconds elapsed
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- ** Executing...
- ** Command: Copy File
- ** Parameters: "D:\HammerAutosave\gm_blesmont_rebuild_001.bsp" "D:\Steam\steamapps\common\Half-Life 2\hl2\maps\gm_blesmont_rebuild_001.bsp"
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- ** Executing...
- ** Command: "D:\Steam\steamapps\common\Half-Life 2\hl2.exe"
- ** Parameters: -game "D:\Steam\steamapps\common\Half-Life 2\hl2" -dev -console +map "gm_blesmont_rebuild_001" -steam
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Обнаруженные ошибки
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
Can't load skybox file [Имя файла] to build the default cubemap!
Текстура неба, которую вы используете, некорректна или не существует (такое может быть, если Вы ввели неправильное имя скайбокса). Также такая ошибка появляется, если у текстуры неба нет дополнительного варианта для HDR. Небо на карте с такой ошибкой может отображаться некорректно
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