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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" "E:\Games\SteamLibrary\GarrysMod Maps\SzwarcWald\gm_szwarcwald_v10x1.vmf"
-
- Valve Software - vbsp.exe (Jun 2 2021)
- 2 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
- Loading E:\Games\SteamLibrary\GarrysMod Maps\SzwarcWald\gm_szwarcwald_v10x1.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Patching WVT material: maps/gm_szwarcwald_v10x1/nature/blendmuddirt001a_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4738.5 5576.3 1063.2)
-
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: Brush 23478:
-
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4710.6 5652.9 1063.4)
-
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: Brush 23478:
-
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4754.3 5533.0 1063.4)
-
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: Brush 23478:
-
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4738.5 5576.3 1063.2)
-
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: Brush 23478:
-
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4710.6 5652.9 1063.4)
-
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: Brush 23478:
-
-
- FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4754.3 5533.0 1063.4)
-
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: Brush 23478:
-
- Processing areas...done (0)
- Building Faces...done (1)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 2 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing E:\Games\SteamLibrary\GarrysMod Maps\SzwarcWald\gm_szwarcwald_v10x1.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_06*.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_06*.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) (1873842 bytes)
- Error! prop_static using model "models/props_interiors/furniture_couch02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
-
Error loading studio model STATIC "models/props_interiors/furniture_couch02a.mdl"!
- Static prop models/props_junk/garbage_carboard001a.mdl outside the map (-704.00, -768.00, 1036.92)
- Static prop models/props_junk/garbage128_composite001b.mdl outside the map (-320.00, -512.00, 1036.92)
- Static prop models/props_junk/garbage128_composite001a.mdl outside the map (-2240.00, -448.00, 1036.92)
- Static prop models/props_junk/garbage128_composite001c.mdl outside the map (-2304.00, -384.00, 1036.92)
- Static prop models/props_junk/garbage128_composite001c.mdl outside the map (-2304.00, -320.00, 1036.92)
- Static prop models/props_junk/garbage128_composite001a.mdl outside the map (-2304.00, -256.00, 1036.92)
- Static prop models/props_junk/garbage128_composite001b.mdl outside the map (-2240.00, -128.00, 1036.92)
- Static prop models/props_junk/garbage128_composite001a.mdl outside the map (-2240.00, -192.00, 1036.92)
- Static prop models/props_junk/garbage128_composite001b.mdl outside the map (-2240.00, -384.00, 1036.92)
- Static prop models/props_junk/garbage128_composite001b.mdl outside the map (-2304.00, -192.00, 1036.92)
- Static prop models/props_junk/garbage128_composite001a.mdl outside the map (-2240.00, 0.00, 1036.92)
-
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 2309 texinfos to 1827
- Reduced 88 texdatas to 77 (2239 bytes to 1652)
- Writing E:\Games\SteamLibrary\GarrysMod Maps\SzwarcWald\gm_szwarcwald_v10x1.bsp
- 5 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" -fast "E:\Games\SteamLibrary\GarrysMod Maps\SzwarcWald\gm_szwarcwald_v10x1"
-
- Valve Software - vvis.exe (Jun 2 2021)
- fastvis = true
-
2 threads
- reading e:\games\steamlibrary\garrysmod maps\szwarcwald\gm_szwarcwald_v10x1.bsp
- reading e:\games\steamlibrary\garrysmod maps\szwarcwald\gm_szwarcwald_v10x1.prt
- 5397 portalclusters
- 18342 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (48)
- Optimized: 945049 visible clusters (3.86%)
- Total clusters visible: 24460664
- Average clusters visible: 4532
- Building PAS...
- Average clusters audible: 5338
- visdatasize:7039408 compressed from 7339920
- writing e:\games\steamlibrary\garrysmod maps\szwarcwald\gm_szwarcwald_v10x1.bsp
- 54 seconds elapsed
-
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "E:\Games\SteamLibrary\GarrysMod Maps\SzwarcWald\gm_szwarcwald_v10x1"
-
- Valve Software - vrad.exe SSE (Jun 2 2021)
-
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
-
- Loading e:\games\steamlibrary\garrysmod maps\szwarcwald\gm_szwarcwald_v10x1.bsp
- PREP OK
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Setting up ray-trace acceleration structure... Done (2.09 seconds)
- 12459 faces
- 15 degenerate faces
-
16153618 square feet [2326120960.00 square inches]
- 164 Displacements
- 2863459 Square Feet [412338112.00 Square Inches]
- 12444 patches before subdivision
- Zero area child patch at around -594.743591 4058.916748 1225.600098
- Zero area child patch at around -1611.885010 -432.182678 1304.816650
- Zero area child patch at around -1611.885010 -432.182709 1206.523315
-
152394 patches after subdivision
- sun extent from map=0.087156
- 30 direct lights
- BuildFacelights: 0...1...2...3...4...5.. warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- 6 warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- 7...8...9..
- WARNING: Too many light styles on a face at (-1144.092407, -582.884705, 1038.920166)
-
.10 (49)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (122)
- transfers 16149045, max 1420
- transfer lists: 123.2 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(135106, 85496, 59459)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(21665, 16041, 12898)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(5082, 4411, 3760)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(1690, 1618, 1394)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(629, 645, 556)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(259, 276, 234)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(109, 120, 101)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(47, 53, 44)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(20, 24, 19)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #10 added RGB(9, 11, 8)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(4, 5, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(2, 2, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(1, 1, 1)
- Build Patch/Sample Hash Table(s).....Done<0.0983 sec>
- FinalLightFace: 0...1...2...3...4...5.. warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- SampleRadial: Punting, Waiting for fix
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 6 warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- . warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- warning - face vectors parallel to face normal. bad lighting will be produced
- 7...8...9...10 (26)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (57)
- Writing leaf ambient...done
- Ready to Finish
-
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 67/4096 3216/196608 ( 1.6%)
- brushes 746/16384 8952/196608 ( 4.6%)
- brushsides 6770/163840 54160/1310720 ( 4.1%)
- planes 11740/65536 234800/1310720 (17.9%)
- vertexes 20544/65536 246528/786432 (31.3%)
- nodes 10465/65536 334880/2097152 (16.0%)
- texinfos 1827/12288 131544/884736 (14.9%)
- texdata 77/2048 2464/65536 ( 3.8%)
- dispinfos 164/0 28864/0 ( 0.0%)
- disp_verts 9028/0 180560/0 ( 0.0%)
- disp_tris 13888/0 27776/0 ( 0.0%)
- disp_lmsamples 1642789/0 1642789/0 ( 0.0%)
- faces 12459/65536 697704/3670016 (19.0%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 3672/65536 205632/3670016 ( 5.6%)
- leaves 10533/65536 337056/2097152 (16.1%)
- leaffaces 14094/65536 28188/131072 (21.5%)
- leafbrushes 7336/65536 14672/131072 (11.2%)
- areas 2/1024 16/8192 ( 0.2%)
- surfedges 74610/512000 298440/2048000 (14.6%)
- edges 39656/256000 158624/1024000 (15.5%)
- LDR worldlights 30/8192 2640/720896 ( 0.4%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 2/32768 24/393216 ( 0.0%)
- waterstrips 1307/32768 13070/327680 ( 4.0%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 20232/65536 40464/131072 (30.9%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/1024 0/360448 ( 0.0%)
- LDR lightdata [variable] 11684188/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 7039408/16777216 (42.0%)
- entdata [variable] 63140/393216 (16.1%)
- LDR ambient table 10533/65536 42132/262144 (16.1%)
- HDR ambient table 10533/65536 42132/262144 (16.1%)
- LDR leaf ambient 35262/65536 987336/1835008 (53.8%)
- HDR leaf ambient 10533/65536 294924/1835008 (16.1%)
- 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] 1/4642588 ( 0.0%)
- dtl prp lght [variable] 1/55649 ( 0.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/27498 ( 0.0%)
- pakfile [variable] 215581/0 ( 0.0%)
- physics [variable] 1873842/4194304 (44.7%)
- physics terrain [variable] 0/1048576 ( 0.0%)
-
- Level flags = 0
-
- Total triangle count: 35010
- Writing e:\games\steamlibrary\garrysmod maps\szwarcwald\gm_szwarcwald_v10x1.bsp
- 4 minutes, 47 seconds elapsed
-
- ** Executing...
- ** Command: Copy File
- ** Parameters: "E:\Games\SteamLibrary\GarrysMod Maps\SzwarcWald\gm_szwarcwald_v10x1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_szwarcwald_v10x1.bsp"
-
-
- ** Executing...
- ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
- ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "gm_szwarcwald_v10x1" -steam
-
-
-
Обнаруженные ошибки
zero area child patch
Несущественная ошибка. VRAD не может обработать освещение для одной из сторон, потому что она имеет неправильную форму. Поищите браши с неправильной формой, используя Alt+P или кордонное выделение (Cordon Tools)
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
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
Static prop [Имя энтити] outside the map ([Координаты])
Критическая ошибка (карта не скомпилируется). Одна из моделей выходит за пределы допустимого размера карты (т.е. за пределы сетки Хаммера). Возможно, она слишком большая (в таком случае удалите её или переделайте) или неправильно расположена
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! 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
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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