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Проверенный лог
-
-
- ** Executing...
- ** Command: ".\vbsp.exe"
- ** Parameters: -game "..\nmrih" "C:\Users\79627\Desktop\HAMMER EDITOR\NMS_PARK\nms_park_v3.vmf"
-
- Valve Software - vbsp.exe (Sep 11 2019)
- 4 threads
- MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\79627\Desktop\HAMMER EDITOR\NMS_PARK\nms_park_v3.log', but we don't own that location. Allowing.
- materialPath: D:\SteamLibrary\steamapps\common\nmrih\nmrih\materials
- Loading C:\Users\79627\Desktop\HAMMER EDITOR\NMS_PARK\nms_park_v3.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Can't find surfaceprop stone for material MAPS/STONE/STONEWALL007, using default
- Could not locate 'GameData' key in d:\steamlibrary\steamapps\common\nmrih\nmrih\gameinfo.txt
- Patching WVT material: maps/nms_park_v3/nmrih/grimwood/blend_stonefloor_grass01_wvt_patch
- 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 1284 detail faces...done (0)
- Merging details...done (1)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\79627\Desktop\HAMMER EDITOR\NMS_PARK\nms_park_v3.prt...Building visibility clusters...
- done (0)
- *** Error: Skybox vtf files for skybox/sky_toxtethdark_hdr weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_toxtethdark_hdr to build the default cubemap!
-
*** Error: Skybox vtf files for skybox/sky_toxtethdark_hdr weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_toxtethdark_hdr to build the default cubemap!
-
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) (1839610 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 3076 texinfos to 1615
- Reduced 196 texdatas to 168 (6065 bytes to 5330)
- Writing C:\Users\79627\Desktop\HAMMER EDITOR\NMS_PARK\nms_park_v3.bsp
- MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\79627\Desktop\HAMMER EDITOR\NMS_PARK\nms_park_v3.bsp', but we don't own that location. Allowing.
- Wrote ZIP buffer, estimated size 13852, actual size 10154
- 31 seconds elapsed
- 4.267200 2.032000 0.000000
- 4.267200 -5.283200 0.000000
- 4.267200 2.438400 0.000000
- -5.892800 2.438400 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
-
4.267200 2.032000 0.000000
- 4.267200 -5.283200 0.000000
- 4.267200 2.438400 0.000000
- -5.892800 2.438400 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
-
3.251200 0.711200 0.000000
- 4.064000 0.711200 0.000000
- -4.064000 0.711200 0.000000
- -4.064000 -5.791200 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
-
- ** Executing...
- ** Command: ".\vvis.exe"
- ** Parameters: -game "..\nmrih" -fast "C:\Users\79627\Desktop\HAMMER EDITOR\NMS_PARK\nms_park_v3"
-
- Valve Software - vvis.exe (Sep 11 2019)
- fastvis = true
-
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\79627\desktop\hammer editor\nms_park\nms_park_v3.log', but we don't own that location. Allowing.
- 4 threads
- reading c:\users\79627\desktop\hammer editor\nms_park\nms_park_v3.bsp
- reading c:\users\79627\desktop\hammer editor\nms_park\nms_park_v3.prt
- 1407 portalclusters
- 3845 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Optimized: 71596 visible clusters (4.50%)
- Total clusters visible: 1591955
- Average clusters visible: 1131
- Building PAS...
- Average clusters audible: 1353
- visdatasize:489755 compressed from 495264
- writing c:\users\79627\desktop\hammer editor\nms_park\nms_park_v3.bsp
- MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\79627\desktop\hammer editor\nms_park\nms_park_v3.bsp', but we don't own that location. Allowing.
- 2 seconds elapsed
-
- ** Executing...
- ** Command: ".\vrad.exe"
- ** Parameters: -game "..\nmrih" -noextra "C:\Users\79627\Desktop\HAMMER EDITOR\NMS_PARK\nms_park_v3"
-
- Valve Software - vrad.exe SSE (Sep 11 2019)
-
- Valve Radiosity Simulator
- 4 threads
- MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\79627\desktop\hammer editor\nms_park\nms_park_v3.log', but we don't own that location. Allowing.
- [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\79627\desktop\hammer editor\nms_park\nms_park_v3.bsp
- Error! Invalid VTX file checksum: -1632921084, expected 1077586717 "models/props_rooftop/scaffolding01a.dx80.vtx"
- Error! Unable to load file "models/brest/props_street/curb_long.dx80.vtx"
- Error! Invalid VTX file checksum: 413665316, expected -2140339475 "models/props_wasteland/light_spotlight01_lamp.dx80.vtx"
- Error! Unable to load file "models/brest/props_docks/lamp.dx80.vtx"
- Error! Unable to load file "models/furniture/foldingtable.dx80.vtx"
- Error! Unable to load file "models/physics_props/hammer.dx80.vtx"
- Setting up ray-trace acceleration structure... Done (19.81 seconds)
- 8408 faces
- 4770423 square feet [686940928.00 square inches]
- 19 Displacements
- 163842 Square Feet [23593382.00 Square Inches]
- 8408 patches before subdivision
- 181246 patches after subdivision
- sun extent from map=0.052336
- 71 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (109)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (587)
- transfers 38470286, max 2457
- transfer lists: 293.5 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(272060, 263192, 258415)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(91706, 86354, 74649)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(39799, 37525, 30765)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(19933, 18966, 15015)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(10892, 10448, 7963)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(6339, 6116, 4481)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(3810, 3686, 2582)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(2349, 2276, 1522)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(1465, 1418, 904)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #10 added RGB(923, 892, 541)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(583, 563, 325)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(370, 357, 196)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #13 added RGB(236, 226, 118)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(150, 144, 71)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #15 added RGB(96, 91, 43)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #16 added RGB(61, 58, 26)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #17 added RGB(39, 37, 16)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #18 added RGB(25, 24, 10)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #19 added RGB(16, 15, 6)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #20 added RGB(10, 10, 3)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #21 added RGB(6, 6, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #22 added RGB(4, 4, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #23 added RGB(3, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #24 added RGB(2, 2, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #25 added RGB(1, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #26 added RGB(1, 1, 0)
- Build Patch/Sample Hash Table(s).....Done<0.1971 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (25)
- 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 (52)
- Writing leaf ambient...done
- Ready to Finish
-
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 58/1024 2784/49152 ( 5.7%)
- brushes 2185/8192 26220/98304 (26.7%)
- brushsides 14735/65536 117880/524288 (22.5%)
- planes 6874/65536 137480/1310720 (10.5%)
- vertexes 16425/65536 197100/786432 (25.1%)
- nodes 4078/65536 130496/2097152 ( 6.2%)
- texinfos 1615/12288 116280/884736 (13.1%)
- texdata 168/2048 5376/65536 ( 8.2%)
- dispinfos 19/0 3344/0 ( 0.0%)
- disp_verts 5283/0 105660/0 ( 0.0%)
- disp_tris 9344/0 18688/0 ( 0.0%)
- disp_lmsamples 209086/0 209086/0 ( 0.0%)
- faces 8408/65536 470848/3670016 (12.8%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 4910/65536 274960/3670016 ( 7.5%)
- leaves 4137/65536 132384/2097152 ( 6.3%)
- leaffaces 9979/65536 19958/131072 (15.2%)
- leafbrushes 5059/65536 10118/131072 ( 7.7%)
- areas 6/256 48/2048 ( 2.3%)
- surfedges 58512/512000 234048/2048000 (11.4%)
- edges 36834/256000 147336/1024000 (14.4%)
- LDR worldlights 71/8192 6248/720896 ( 0.9%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 939/32768 9390/327680 ( 2.9%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 14988/65536 29976/131072 (22.9%)
- cubemapsamples 1/1024 16/16384 ( 0.1%)
- overlays 70/512 24640/180224 (13.7%)
- LDR lightdata [variable] 6672720/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 489755/16777216 ( 2.9%)
- entdata [variable] 378477/393216 (96.3%) VERY FULL!
- LDR ambient table 4137/65536 16548/262144 ( 6.3%)
- HDR ambient table 4137/65536 16548/262144 ( 6.3%)
- LDR leaf ambient 20941/65536 586348/1835008 (32.0%)
- HDR leaf ambient 4137/65536 115836/1835008 ( 6.3%)
- 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] 1/128766 ( 0.0%)
- pakfile [variable] 10154/0 ( 0.0%)
- physics [variable] 1839610/4194304 (43.9%)
- physics terrain [variable] 0/1048576 ( 0.0%)
-
- Level flags = 0
-
- Total triangle count: 21915
- Writing c:\users\79627\desktop\hammer editor\nms_park\nms_park_v3.bsp
- 13 minutes, 26 seconds elapsed
- 4.267200 2.032000 0.000000
- 4.267200 -5.283200 0.000000
- 4.267200 2.438400 0.000000
- -5.892800 2.438400 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
-
4.267200 2.032000 0.000000
- 4.267200 -5.283200 0.000000
- 4.267200 2.438400 0.000000
- -5.892800 2.438400 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
-
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\Users\79627\Desktop\HAMMER EDITOR\NMS_PARK\nms_park_v3.bsp" "..\nmrih\maps\nms_park_v3.bsp"
-
-
-
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
make_triangles:calc_triangle_representation: Cannot convert
Это ошибка возникает из-за некоторых моделей, которые имеют неправильную или очень сложную структуру. Модель в игре не отобразиться. Лучше всего поменять модель или отредактировать её
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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