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Проверенный лог
-
-
- ** Executing...
- ** Command: ".\vbsp.exe"
- ** Parameters: -game "..\nmrih" "C:\Users\AtLaS\Desktop\defolt.vmf"
-
- Valve Software - vbsp.exe (Sep 11 2019)
- 12 threads
- MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\AtLaS\Desktop\defolt.log', but we don't own that location. Allowing.
- materialPath: C:\NMRiH\steamapps\common\nmrih\nmrih\materials
- Loading C:\Users\AtLaS\Desktop\defolt.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Could not locate 'GameData' key in c:\nmrih\steamapps\common\nmrih\nmrih\gameinfo.txt
- Patching WVT material: maps/defolt/nature/blenddirtgrass001a_wvt_patch
- Patching WVT material: maps/defolt/nature/blenddirtgrass008b_lowfriction_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 3456 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (3)
- writing C:\Users\AtLaS\Desktop\defolt.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_01*.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_01*.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) (3215739 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 9365 texinfos to 7585
- Reduced 1156 texdatas to 1131 (52656 bytes to 51619)
- Writing C:\Users\AtLaS\Desktop\defolt.bsp
- MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\AtLaS\Desktop\defolt.bsp', but we don't own that location. Allowing.
- Wrote ZIP buffer, estimated size 7660767, actual size 7630939
- 13 seconds elapsed
- 1.049162 -3.207047 0.000000
- -1.049033 -3.207047 0.000000
- -1.049033 3.206336 0.000000
- 1.015345 -3.207047 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
-
- ** Executing...
- ** Command: ".\vvis.exe"
- ** Parameters: -game "..\nmrih" -fast "C:\Users\AtLaS\Desktop\defolt"
-
- Valve Software - vvis.exe (Sep 11 2019)
- fastvis = true
-
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\atlas\desktop\defolt.log', but we don't own that location. Allowing.
- 12 threads
- reading c:\users\atlas\desktop\defolt.bsp
- reading c:\users\atlas\desktop\defolt.prt
- 4356 portalclusters
- 14212 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Optimized: 989326 visible clusters (15.00%)
- Total clusters visible: 6596640
- Average clusters visible: 1514
- Building PAS...
- Average clusters audible: 2887
- visdatasize:3206893 compressed from 4809024
- writing c:\users\atlas\desktop\defolt.bsp
- MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\atlas\desktop\defolt.bsp', but we don't own that location. Allowing.
- 2 seconds elapsed
-
- ** Executing...
- ** Command: ".\vrad.exe"
- ** Parameters: -game "..\nmrih" -noextra "C:\Users\AtLaS\Desktop\defolt"
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- Valve Software - vrad.exe SSE (Sep 11 2019)
-
- Valve Radiosity Simulator
- 12 threads
- MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\atlas\desktop\defolt.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\atlas\desktop\defolt.bsp
- Setting up ray-trace acceleration structure... Done (5.66 seconds)
- 25957 faces
- 15 degenerate faces
-
1625194 square feet [234028064.00 square inches]
- 20 Displacements
- 4914 Square Feet [707631.94 Square Inches]
- 25942 patches before subdivision
- 170236 patches after subdivision
- sun extent from map=0.087156
- 902 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (35)
- transfers 20616541, max 2102
- transfer lists: 157.3 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(936176, 840744, 517034)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(184522, 151173, 82466)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(45562, 35167, 17540)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(12884, 9483, 4377)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(4013, 2826, 1210)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(1317, 891, 355)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(453, 295, 109)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(160, 101, 34)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(58, 36, 11)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(22, 13, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(8, 5, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(3, 2, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(1, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #14 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0371 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 2 of 5 (40% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
- Writing leaf ambient...done
- Ready to Finish
-
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 208/1024 9984/49152 (20.3%)
- brushes 7977/8192 95724/98304 (97.4%) VERY FULL!
- brushsides 56654/65536 453232/524288 (86.4%) VERY FULL!
- planes 26784/65536 535680/1310720 (40.9%)
- vertexes 48776/65536 585312/786432 (74.4%)
- nodes 9718/65536 310976/2097152 (14.8%)
- texinfos 7585/12288 546120/884736 (61.7%)
- texdata 1131/2048 36192/65536 (55.2%)
- dispinfos 20/0 3520/0 ( 0.0%)
- disp_verts 1772/0 35440/0 ( 0.0%)
- disp_tris 2848/0 5696/0 ( 0.0%)
- disp_lmsamples 14456/0 14456/0 ( 0.0%)
- faces 25957/65536 1453592/3670016 (39.6%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 19633/65536 1099448/3670016 (30.0%)
- leaves 9927/65536 317664/2097152 (15.1%)
- leaffaces 36259/65536 72518/131072 (55.3%)
- leafbrushes 17114/65536 34228/131072 (26.1%)
- areas 8/256 64/2048 ( 3.1%)
- surfedges 208356/512000 833424/2048000 (40.7%)
- edges 137342/256000 549368/1024000 (53.6%)
- LDR worldlights 902/8192 79376/720896 (11.0%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 3079/32768 30790/327680 ( 9.4%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 65397/65536 130794/131072 (99.8%) VERY FULL!
- cubemapsamples 71/1024 1136/16384 ( 6.9%)
- overlays 333/512 117216/180224 (65.0%)
- LDR lightdata [variable] 9955704/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 3206893/16777216 (19.1%)
- entdata [variable] 644101/393216 (163.8%) VERY FULL!
- LDR ambient table 9927/65536 39708/262144 (15.1%)
- HDR ambient table 9927/65536 39708/262144 (15.1%)
- LDR leaf ambient 34547/65536 967316/1835008 (52.7%)
- HDR leaf ambient 9927/65536 277956/1835008 (15.1%)
- 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] 1/432 ( 0.2%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/141088 ( 0.0%)
- pakfile [variable] 7630939/0 ( 0.0%)
- physics [variable] 3215739/4194304 (76.7%)
- physics terrain [variable] 0/1048576 ( 0.0%)
-
- Level flags = 0
-
- Total triangle count: 78265
- Writing c:\users\atlas\desktop\defolt.bsp
- 1 minute, 14 seconds elapsed
-
- ** Executing...
- ** Command: Copy File
- ** Parameters: "C:\Users\AtLaS\Desktop\defolt.bsp" "..\nmrih\maps\defolt.bsp"
-
-
- ** Executing...
- ** Command: "..\hl2.exe"
- ** Parameters: -game "..\nmrih" +map "defolt" -steam
-
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
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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