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Проверенный лог
-
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\graphs\mystreymapshorror"
-
- Valve Software - vbsp.exe (Jun 15 2020)
- 4 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
- Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\graphs\mystreymapshorror.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/mystreymapshorror/nature/blenddirtdirt001a_wvt_patch
- Patching WVT material: maps/mystreymapshorror/nature/blendrockdirt006a_wvt_patch
- Patching WVT material: maps/mystreymapshorror/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)
- **** leaked ****
- Entity func_door (-1946.50 2658.42 -65.00) leaked!
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 4524.0 -108.0)
-
Leaf 0 contents:
- Leaf 1 contents: CONTENTS_SOLID
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs:
-
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 5036.0 -108.0)
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Leaf 0 contents:
- Leaf 1 contents: CONTENTS_SOLID
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs:
-
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 5120.0 -108.0)
-
Leaf 0 contents:
- Leaf 1 contents: CONTENTS_SOLID
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs:
-
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 3584.0 -108.0)
-
Leaf 0 contents:
- Leaf 1 contents: CONTENTS_SOLID
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs:
-
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0 5120.0 -108.0)
-
Leaf 0 contents:
- Leaf 1 contents: CONTENTS_SOLID
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs:
-
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1996.5 3072.0 -108.0)
-
Leaf 0 contents: CONTENTS_SOLID
- Leaf 1 contents:
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs:
-
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1690.0 3072.0 -580.4)
-
Leaf 0 contents: CONTENTS_SOLID
- Leaf 1 contents:
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs:
-
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1229.5 3072.0 -580.4)
-
Leaf 0 contents: CONTENTS_SOLID
- Leaf 1 contents:
- viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
- This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
- Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
- Candidate brush IDs:
-
- *** Suppressing further FindPortalSide errors.... ***
- Processing areas...
- Brush 79886: areaportal brush doesn't touch two areas
-
done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 232 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
- NODRAW on terrain surface!
-
done (1)
- error: material DEV/DEV_WATER3_BENEATH doesn't have a $bottommaterial
- error: material DEV/DEV_WATER3_BENEATH doesn't have a $bottommaterial
- error: material DEV/DEV_WATER3_BENEATH doesn't have a $bottommaterial
- error: material DEV/DEV_WATER3_BENEATH doesn't have a $bottommaterial
- error: material DEV/DEV_WATER3_BENEATH doesn't have a $bottommaterial
- error: material DEV/DEV_WATER3_BENEATH doesn't have a $bottommaterial
-
Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_09*.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_09*.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 (0) (3496051 bytes)
- Error! prop_static using model "models/props_c17/furnituredresser001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
-
Error loading studio model STATIC "models/props_c17/furnituredresser001a.mdl"!
- Error! prop_static using model "models/props_c17/furnituredrawer001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
-
Error loading studio model STATIC "models/props_c17/furnituredrawer001a.mdl"!
- Error! prop_static using model "models/props_interiors/pot01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
-
Error loading studio model STATIC "models/props_interiors/pot01a.mdl"!
- 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 3817 texinfos to 2385
- Reduced 232 texdatas to 182 (7921 bytes to 6323)
- Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\graphs\mystreymapshorror.bsp
- 4 seconds elapsed
-
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\graphs\mystreymapshorror"
-
- Valve Software - vvis.exe (Jun 15 2020)
- 4 threads
- reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\graphs\mystreymapshorror.bsp
- reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\graphs\mystreymapshorror.prt
- LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\graphs\mystreymapshorror.prt
-
-
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\graphs\mystreymapshorror"
-
- Valve Software - vrad.exe SSE (Jun 15 2020)
-
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
-
- Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\graphs\mystreymapshorror.bsp
- PREP OK
- No vis information, direct lighting only.
- Setting up ray-trace acceleration structure... Done (1.91 seconds)
- 7742 faces
- 5 degenerate faces
-
1397728 square feet [201272896.00 square inches]
- 194 Displacements
- 400512 Square Feet [57673832.00 Square Inches]
- sun extent from map=0.000000
- light has _fifty_percent_distance of 31.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 14.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 15.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 31.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 14.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 15.000000 but _zero_percent_distance of 0.000000
- 40 direct lights
- BuildFacelights: 0...1...2...3
- WARNING: Too many light styles on a face at (3975.000000, 3447.000000, -97.000000)
-
- WARNING: Too many light styles on a face at (3943.000000, 3463.000000, -97.000000)
-
...
- WARNING: Too many light styles on a face at (3911.000000, 3424.000000, -97.000000)
-
4...5...6...7...8...9
- WARNING: Too many light styles on a face at (2568.706543, 3016.212891, -97.000000)
-
...10 (8)
- Build Patch/Sample Hash Table(s).....Done<0.0175 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 1 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
- Writing leaf ambient...done
- Ready to Finish
-
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 51/4096 2448/196608 ( 1.2%)
- brushes 1174/16384 14088/196608 ( 7.2%)
- brushsides 9112/65536 72896/524288 (13.9%)
- planes 8994/65536 179880/1310720 (13.7%)
- vertexes 12615/65536 151380/786432 (19.2%)
- nodes 4618/65536 147776/2097152 ( 7.0%)
- texinfos 2385/12288 171720/884736 (19.4%)
- texdata 182/2048 5824/65536 ( 8.9%)
- dispinfos 194/0 34144/0 ( 0.0%)
- disp_verts 16794/0 335880/0 ( 0.0%)
- disp_tris 26848/0 53696/0 ( 0.0%)
- disp_lmsamples 585816/0 585816/0 ( 0.0%)
- faces 7742/65536 433552/3670016 (11.8%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 4617/65536 258552/3670016 ( 7.0%)
- leaves 4670/65536 149440/2097152 ( 7.1%)
- leaffaces 9889/65536 19778/131072 (15.1%)
- leafbrushes 5092/65536 10184/131072 ( 7.8%)
- areas 2/1024 16/8192 ( 0.2%)
- surfedges 55929/512000 223716/2048000 (10.9%)
- edges 32939/256000 131756/1024000 (12.9%)
- LDR worldlights 40/8192 3520/720896 ( 0.5%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 2/32768 24/393216 ( 0.0%)
- waterstrips 737/32768 7370/327680 ( 2.2%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 13119/65536 26238/131072 (20.0%)
- cubemapsamples 6/1024 96/16384 ( 0.6%)
- overlays 3/512 1056/180224 ( 0.6%)
- LDR lightdata [variable] 3921516/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 0/16777216 ( 0.0%)
- entdata [variable] 122166/393216 (31.1%)
- LDR ambient table 4670/65536 18680/262144 ( 7.1%)
- HDR ambient table 4670/65536 18680/262144 ( 7.1%)
- LDR leaf ambient 15138/65536 423864/1835008 (23.1%)
- HDR leaf ambient 4670/65536 130760/1835008 ( 7.1%)
- occluders 1/0 40/0 ( 0.0%)
- occluder polygons 2/0 24/0 ( 0.0%)
- occluder vert ind 8/0 32/0 ( 0.0%)
- detail props [variable] 1/49688 ( 0.0%)
- dtl prp lght [variable] 1/1934 ( 0.1%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/7098 ( 0.0%)
- pakfile [variable] 768461/0 ( 0.0%)
- physics [variable] 3496051/4194304 (83.4%) VERY FULL!
- physics terrain [variable] 0/1048576 ( 0.0%)
-
- Level flags = 0
-
- Total triangle count: 21979
- Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\graphs\mystreymapshorror.bsp
- 26 seconds elapsed
-
- ** Executing...
- ** Command: Copy File
- ** Parameters: "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\graphs\mystreymapshorror.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\mystreymapshorror.bsp"
-
-
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
- ** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "mystreymapshorror"
-
-
-
Обнаруженные ошибки
WARNING: Too many light styles on a face at [Координаты]
На одну из сторон объекта наложено больше 6 световых стиля. Например, 2 лампочки с разным цветом создают 2 световых стиля. Точно также будут работать лампочки с разным именем. Удалите лишнюю лампочку, которая освещает сторону по заданным координатам, или измените её имя или цвет, чтобы она не создавала дополнительный световой стиль. Сторона, на которой слишком много световых стилей, будет неправильно отображать свет на себе
NODRAW on terrain surface!
Одна из сторон дисплейсмента покрыта текстурой NODRAW. Перекрасьте его, иначе текстура на дисплейсменте будет отображаться некорректно
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([Координаты])
Компилятор не может найти подходящее брашу соответствие с ареапорталом. Это бывает из-за утечки или из-за слишком большого/сложного пространства. Не критическая ошибка, объект может отображаться некорректно, но на компиляцию это никак не повлияет. Попробуйте оптимизировать карту или сделать её поменьше
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
Entity [Имя энтити] ([Координаты]) leaked!
На карте есть утечка (дырка в пустоту). Карта будет скомпилирована, но некорректно. В ошибке указана энтити, которая первая среагировала на лик. Используйте меню Map - Load Pointfile, появится красная линия, которая укажет местонахождение дырки
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
Brush [Номер]: areaportal brush doesn't touch two areas
Интересная ошибка, появляется при неправильной расстановке ареапорталов. Незначительная ошибка, ареапортал с этой ошибкой будет работать неправильно.
Но если таких неправильных ареапорталов больше 2, то карта вылетит с ошибкой. Чтобы не возникало такой ошибки, необходимо знать правила расстановки ареапорталов. Все ареапорталы должны быть параллелепипедами и всеми сторонами, кроме двух лицевых, касаться (именно касаться!) других брашей всей своей площадью. Т.е. ареапорталы нельзя размещать в круглых трубах и других отверстиях, вырезанных не параллелепипедом
leaked
Утечка/лик. Довольно распространённая ошибка, возникает при компиляции VVIS при налечии на карте "дырки в пустоту". Чтобы определить местоположение дырки, воспользуйтесь меню Map Load PointFile. Появившаяся красная линия укажет на дырку. Чтобы не было утечки, вся карта должна быть закрыта обычными брашами (не энтити-брашами!), кроме того, утечку может вызвать синий шарик - Helper, помещённый вне игрового пространства. При наличии данной ошибки карта скомпилируется, но она не будет оптимизирована + вода, отражения будут отображаться некорректно
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