Сайт по маппингу Source SDK
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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КТО СЕЙЧАС НА САЙТЕ
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  Вернуться к главной странице проверки

Проверенный лог

  1. ** Executing...
  2. ** Command: "G:\Garry's mod\steamapps\common\GarrysMod\bin\vbsp.exe"
  3. ** Parameters: -game "G:\Garry's mod\steamapps\common\GarrysMod\garrysmod" "g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero"
  4. mount.cfg adding path: 'D:\gm_map'
  5. mount.cfg adding path: 'G:\Garry's mod\steamapps\common\GarrysMod\garrysmod\maps\longdark'
  6. mount.cfg adding path: 'C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike'
  7. mount.cfg adding path: 'D:\SteamLibrary\steamapps\common\Half-Life 2\hl2'
  8. mount.cfg adding path: 'D:\SteamLibrary\steamapps\common\Half-Life 2\ep2'
  9. mount.cfg adding path: 'D:\SteamLibrary\steamapps\common\Half-Life 2\episodic'
  10. mount.cfg adding path: 'D:\Violence'
  11. Valve Software - vbsp.exe (Mar 21 2024)
  12. 12 threads
  13. materialPath: G:\Garry's mod\steamapps\common\GarrysMod\garrysmod\materials
  14. Loading g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero.vmf
  15. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  16. material "" not found.
  17. Material not found!:
  18. Patching WVT material: maps/between_metro_zero/nature/blendgravelmud01_wvt_patch
  19. Patching WVT material: maps/between_metro_zero/concrete/blenddebris001a_wvt_patch
  20. fixing up env_cubemap materials on brush sides...
  21. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  22. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  23. Processing areas...Wrote g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero.lin
  24. Areaportal leak ! File: g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero.lin
  25. Brush 1012806: areaportal brush doesn't touch two areas
  26. done (0)
  27. Building Faces...done (0)
  28. Chop Details...done (0)
  29. Find Visible Detail Sides...
  30. Merged 724 detail faces...done (0)
  31. Merging details...done (0)
  32. FixTjuncs...
  33. PruneNodes...
  34. WriteBSP...
  35. done (1)
  36. writing g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero.prt...Building visibility clusters...
  37. done (0)
  38. Creating default LDR cubemaps for env_cubemap using skybox materials:
  39. skybox/sky_day02_01*.vmt
  40. ! Run buildcubemaps in the engine to get the correct cube maps.
  41. Creating default HDR cubemaps for env_cubemap using skybox materials:
  42. skybox/sky_day02_01*.vmt
  43. ! Run buildcubemaps in the engine to get the correct cube maps.
  44. Finding displacement neighbors...
  45. Finding lightmap sample positions...
  46. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  47. Building Physics collision data...
  48. WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
  49. done (1) (5258201 bytes)
  50. Error! prop_static using model "models/props_junk/trashdumpster01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  51. Error loading studio model STATIC "models/props_junk/trashdumpster01a.mdl"!
  52. Error! prop_static using model "models/props_interiors/Radiator01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  53. Error loading studio model STATIC "models/props_interiors/Radiator01a.mdl"!
  54. Error! prop_static using model "models/props_junk/ibeam01a_cluster01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  55. Error loading studio model STATIC "models/props_junk/ibeam01a_cluster01.mdl"!
  56. Error! To use model "models/props_c17/lamppost03a_off_dynamic.mdl"
  57. with prop_static, it must be compiled with $staticprop!
  58. Error loading studio model STATIC "models/props_c17/lamppost03a_off_dynamic.mdl"!
  59. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  60. Water found with no water_lod_control entity, creating a default one.
  61. Compacting texture/material tables...
  62. Reduced 8481 texinfos to 4782
  63. Reduced 537 texdatas to 426 (17347 bytes to 14037)
  64. Writing g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero.bsp
  65. 8 seconds elapsed
  66. -1.504378 0.857576 0.000000
  67. -1.504378 0.901585 0.000000
  68. -1.504378 -0.903006 0.000000
  69. -1.314977 -0.903006 0.000000
  70. make_triangles:calc_triangle_representation: Cannot convert
  71. 0.000623 -0.096668 0.000000
  72. -1.066800 0.038100 0.000000
  73. -1.066800 -0.736600 0.000000
  74. make_triangles:calc_triangle_representation: Cannot convert
  75. ** Executing...
  76. ** Command: "G:\Garry's mod\steamapps\common\GarrysMod\bin\vvis.exe"
  77. ** Parameters: -game "G:\Garry's mod\steamapps\common\GarrysMod\garrysmod" "g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero"
  78. Valve Software - vvis.exe (Mar 21 2024)
  79. mount.cfg adding path: 'D:\gm_map'
  80. mount.cfg adding path: 'G:\Garry's mod\steamapps\common\GarrysMod\garrysmod\maps\longdark'
  81. mount.cfg adding path: 'C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike'
  82. mount.cfg adding path: 'D:\SteamLibrary\steamapps\common\Half-Life 2\hl2'
  83. mount.cfg adding path: 'D:\SteamLibrary\steamapps\common\Half-Life 2\ep2'
  84. mount.cfg adding path: 'D:\SteamLibrary\steamapps\common\Half-Life 2\episodic'
  85. mount.cfg adding path: 'D:\Violence'
  86. 12 threads
  87. reading g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero.bsp
  88. reading g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero.prt
  89. 1209 portalclusters
  90. 3479 numportals
  91. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  92. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (65)
  93. Optimized: 2444 visible clusters (0.59%)
  94. Total clusters visible: 415185
  95. Average clusters visible: 343
  96. Building PAS...
  97. Average clusters audible: 863
  98. visdatasize:292726 compressed from 367536
  99. writing g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero.bsp
  100. 1 minute, 5 seconds elapsed
  101. ** Executing...
  102. ** Command: "G:\Garry's mod\steamapps\common\GarrysMod\bin\vrad.exe"
  103. ** Parameters: -game "G:\Garry's mod\steamapps\common\GarrysMod\garrysmod" "g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero"
  104. Valve Software - vrad.exe SSE (Mar 21 2024)
  105. Valve Radiosity Simulator
  106. mount.cfg adding path: 'D:\gm_map'
  107. mount.cfg adding path: 'G:\Garry's mod\steamapps\common\GarrysMod\garrysmod\maps\longdark'
  108. mount.cfg adding path: 'C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike'
  109. mount.cfg adding path: 'D:\SteamLibrary\steamapps\common\Half-Life 2\hl2'
  110. mount.cfg adding path: 'D:\SteamLibrary\steamapps\common\Half-Life 2\ep2'
  111. mount.cfg adding path: 'D:\SteamLibrary\steamapps\common\Half-Life 2\episodic'
  112. mount.cfg adding path: 'D:\Violence'
  113. 12 threads
  114. [Reading texlights from 'lights.rad']
  115. [45 texlights parsed from 'lights.rad']
  116. Loading g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero.bsp
  117. PREP OK
  118. Setting up ray-trace acceleration structure... Done (3.22 seconds)
  119. 13275 faces
  120. 10 degenerate faces
  121. 2615072 square feet [376570432.00 square inches]
  122. 130 Displacements
  123. 254376 Square Feet [36630212.00 Square Inches]
  124. 13265 patches before subdivision
  125. 190023 patches after subdivision
  126. light has _fifty_percent_distance of 810.000000 but _zero_percent_distance of 0.000000
  127. light has _fifty_percent_distance of 898.000000 but _zero_percent_distance of 0.000000
  128. sun extent from map=0.000000
  129. light has _fifty_percent_distance of 456.000000 but _zero_percent_distance of 0.000000
  130. light has _fifty_percent_distance of 456.000000 but _zero_percent_distance of 0.000000
  131. light has _fifty_percent_distance of 456.000000 but _zero_percent_distance of 0.000000
  132. light has _fifty_percent_distance of 254.000000 but _zero_percent_distance of 0.000000
  133. light has _fifty_percent_distance of 587.000000 but _zero_percent_distance of 0.000000
  134. light has _fifty_percent_distance of 587.000000 but _zero_percent_distance of 0.000000
  135. light has _fifty_percent_distance of 587.000000 but _zero_percent_distance of 0.000000
  136. light has _fifty_percent_distance of 587.000000 but _zero_percent_distance of 0.000000
  137. light has _fifty_percent_distance of 587.000000 but _zero_percent_distance of 0.000000
  138. light has _fifty_percent_distance of 280.000000 but _zero_percent_distance of 0.000000
  139. light has _fifty_percent_distance of 280.000000 but _zero_percent_distance of 0.000000
  140. light has _fifty_percent_distance of 587.000000 but _zero_percent_distance of 0.000000
  141. light has _fifty_percent_distance of 340.000000 but _zero_percent_distance of 0.000000
  142. light has _fifty_percent_distance of 2626.000000 but _zero_percent_distance of 0.000000
  143. light has _fifty_percent_distance of 2626.000000 but _zero_percent_distance of 0.000000
  144. light has _fifty_percent_distance of 2626.000000 but _zero_percent_distance of 0.000000
  145. light has _fifty_percent_distance of 525.000000 but _zero_percent_distance of 0.000000
  146. light has _fifty_percent_distance of 1008.000000 but _zero_percent_distance of 0.000000
  147. light has _fifty_percent_distance of 777.000000 but _zero_percent_distance of 0.000000
  148. light has _fifty_percent_distance of 110.000000 but _zero_percent_distance of 0.000000
  149. light has _fifty_percent_distance of 587.000000 but _zero_percent_distance of 0.000000
  150. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  151. light has _fifty_percent_distance of 573.000000 but _zero_percent_distance of 0.000000
  152. light has _fifty_percent_distance of 327.000000 but _zero_percent_distance of 0.000000
  153. light has _fifty_percent_distance of 544.000000 but _zero_percent_distance of 0.000000
  154. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  155. light has _fifty_percent_distance of 918.000000 but _zero_percent_distance of 0.000000
  156. light has _fifty_percent_distance of 2370.000000 but _zero_percent_distance of 0.000000
  157. light has _fifty_percent_distance of 175.000000 but _zero_percent_distance of 0.000000
  158. light has _fifty_percent_distance of 175.000000 but _zero_percent_distance of 0.000000
  159. light has _fifty_percent_distance of 340.000000 but _zero_percent_distance of 0.000000
  160. light has _fifty_percent_distance of 918.000000 but _zero_percent_distance of 0.000000
  161. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  162. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  163. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  164. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  165. light has _fifty_percent_distance of 299.000000 but _zero_percent_distance of 0.000000
  166. light has _fifty_percent_distance of 573.000000 but _zero_percent_distance of 0.000000
  167. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  168. light has _fifty_percent_distance of 195.000000 but _zero_percent_distance of 0.000000
  169. light has _fifty_percent_distance of 649.000000 but _zero_percent_distance of 0.000000
  170. light has _fifty_percent_distance of 289.000000 but _zero_percent_distance of 0.000000
  171. light has _fifty_percent_distance of 178.000000 but _zero_percent_distance of 0.000000
  172. light has _fifty_percent_distance of 178.000000 but _zero_percent_distance of 0.000000
  173. light has _fifty_percent_distance of 391.000000 but _zero_percent_distance of 0.000000
  174. light has _fifty_percent_distance of 178.000000 but _zero_percent_distance of 0.000000
  175. light has _fifty_percent_distance of 1493.000000 but _zero_percent_distance of 0.000000
  176. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  177. light has _fifty_percent_distance of 861.000000 but _zero_percent_distance of 0.000000
  178. light has _fifty_percent_distance of 861.000000 but _zero_percent_distance of 0.000000
  179. light has _fifty_percent_distance of 861.000000 but _zero_percent_distance of 0.000000
  180. light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 0.000000
  181. light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 0.000000
  182. light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 0.000000
  183. light has _fifty_percent_distance of 861.000000 but _zero_percent_distance of 0.000000
  184. light has _fifty_percent_distance of 861.000000 but _zero_percent_distance of 0.000000
  185. light has _fifty_percent_distance of 861.000000 but _zero_percent_distance of 0.000000
  186. light has _fifty_percent_distance of 861.000000 but _zero_percent_distance of 0.000000
  187. light has _fifty_percent_distance of 861.000000 but _zero_percent_distance of 0.000000
  188. light has _fifty_percent_distance of 861.000000 but _zero_percent_distance of 0.000000
  189. light has _fifty_percent_distance of 861.000000 but _zero_percent_distance of 0.000000
  190. light has _fifty_percent_distance of 178.000000 but _zero_percent_distance of 0.000000
  191. light has _fifty_percent_distance of 178.000000 but _zero_percent_distance of 0.000000
  192. WARNING: light_spot at (-2526 -2201 168) has inner angle larger than 90 degrees! Clamping to 90...
  193. WARNING: light_spot at (-2526 -2201 168) has outer angle larger than 90 degrees! Clamping to 90...
  194. light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 0.000000
  195. WARNING: light_spot at (-2526 -2025 168) has inner angle larger than 90 degrees! Clamping to 90...
  196. WARNING: light_spot at (-2526 -2025 168) has outer angle larger than 90 degrees! Clamping to 90...
  197. light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 0.000000
  198. WARNING: light_spot at (-2526 -1849 168) has inner angle larger than 90 degrees! Clamping to 90...
  199. WARNING: light_spot at (-2526 -1849 168) has outer angle larger than 90 degrees! Clamping to 90...
  200. light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 0.000000
  201. WARNING: light_spot at (-2526 -1673 168) has inner angle larger than 90 degrees! Clamping to 90...
  202. WARNING: light_spot at (-2526 -1673 168) has outer angle larger than 90 degrees! Clamping to 90...
  203. light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 0.000000
  204. light has _fifty_percent_distance of 178.000000 but _zero_percent_distance of 0.000000
  205. light has _fifty_percent_distance of 178.000000 but _zero_percent_distance of 0.000000
  206. light has _fifty_percent_distance of 178.000000 but _zero_percent_distance of 0.000000
  207. light has _fifty_percent_distance of 898.000000 but _zero_percent_distance of 0.000000
  208. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  209. light has _fifty_percent_distance of 918.000000 but _zero_percent_distance of 0.000000
  210. light has _fifty_percent_distance of 918.000000 but _zero_percent_distance of 0.000000
  211. light has _fifty_percent_distance of 918.000000 but _zero_percent_distance of 0.000000
  212. light has _fifty_percent_distance of 573.000000 but _zero_percent_distance of 0.000000
  213. light has _fifty_percent_distance of 573.000000 but _zero_percent_distance of 0.000000
  214. light has _fifty_percent_distance of 573.000000 but _zero_percent_distance of 0.000000
  215. light has _fifty_percent_distance of 918.000000 but _zero_percent_distance of 0.000000
  216. light has _fifty_percent_distance of 573.000000 but _zero_percent_distance of 0.000000
  217. light has _fifty_percent_distance of 573.000000 but _zero_percent_distance of 0.000000
  218. light has _fifty_percent_distance of 97.000000 but _zero_percent_distance of 0.000000
  219. light has _fifty_percent_distance of 218.000000 but _zero_percent_distance of 0.000000
  220. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  221. light has _fifty_percent_distance of 190.000000 but _zero_percent_distance of 0.000000
  222. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  223. light has _fifty_percent_distance of 336.000000 but _zero_percent_distance of 0.000000
  224. light has _fifty_percent_distance of 541.000000 but _zero_percent_distance of 0.000000
  225. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  226. light has _fifty_percent_distance of 387.000000 but _zero_percent_distance of 0.000000
  227. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  228. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  229. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  230. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  231. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  232. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  233. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  234. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  235. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  236. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  237. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  238. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  239. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  240. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  241. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  242. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  243. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  244. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  245. light has _fifty_percent_distance of 2626.000000 but _zero_percent_distance of 0.000000
  246. light has _fifty_percent_distance of 2626.000000 but _zero_percent_distance of 0.000000
  247. light has _fifty_percent_distance of 3374.000000 but _zero_percent_distance of 0.000000
  248. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  249. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  250. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  251. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  252. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  253. light has _fifty_percent_distance of 254.000000 but _zero_percent_distance of 0.000000
  254. light has _fifty_percent_distance of 262.000000 but _zero_percent_distance of 0.000000
  255. light has _fifty_percent_distance of 110.000000 but _zero_percent_distance of 0.000000
  256. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  257. light has _fifty_percent_distance of 279.000000 but _zero_percent_distance of 0.000000
  258. light has _fifty_percent_distance of 279.000000 but _zero_percent_distance of 0.000000
  259. light has _fifty_percent_distance of 91.000000 but _zero_percent_distance of 0.000000
  260. light has _fifty_percent_distance of 91.000000 but _zero_percent_distance of 0.000000
  261. light has _fifty_percent_distance of 169.000000 but _zero_percent_distance of 0.000000
  262. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  263. light has _fifty_percent_distance of 587.000000 but _zero_percent_distance of 0.000000
  264. light has _fifty_percent_distance of 587.000000 but _zero_percent_distance of 0.000000
  265. light has _fifty_percent_distance of 358.000000 but _zero_percent_distance of 0.000000
  266. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  267. light has _fifty_percent_distance of 1045.000000 but _zero_percent_distance of 0.000000
  268. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  269. light has _fifty_percent_distance of 169.000000 but _zero_percent_distance of 0.000000
  270. light has _fifty_percent_distance of 169.000000 but _zero_percent_distance of 0.000000
  271. light has _fifty_percent_distance of 280.000000 but _zero_percent_distance of 0.000000
  272. light has _fifty_percent_distance of 31.000000 but _zero_percent_distance of 0.000000
  273. light has _fifty_percent_distance of 110.000000 but _zero_percent_distance of 0.000000
  274. light has _fifty_percent_distance of 75.000000 but _zero_percent_distance of 0.000000
  275. light has _fifty_percent_distance of 110.000000 but _zero_percent_distance of 0.000000
  276. light has _fifty_percent_distance of 861.000000 but _zero_percent_distance of 0.000000
  277. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  278. light has _fifty_percent_distance of 190.000000 but _zero_percent_distance of 0.000000
  279. light has _fifty_percent_distance of 190.000000 but _zero_percent_distance of 0.000000
  280. light has _fifty_percent_distance of 190.000000 but _zero_percent_distance of 0.000000
  281. light has _fifty_percent_distance of 190.000000 but _zero_percent_distance of 0.000000
  282. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  283. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  284. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  285. light has _fifty_percent_distance of 573.000000 but _zero_percent_distance of 0.000000
  286. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  287. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  288. light has _fifty_percent_distance of 1078.000000 but _zero_percent_distance of 0.000000
  289. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  290. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  291. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  292. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  293. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  294. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  295. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  296. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  297. light has _fifty_percent_distance of 246.000000 but _zero_percent_distance of 0.000000
  298. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  299. light has _fifty_percent_distance of 1643.000000 but _zero_percent_distance of 0.000000
  300. light has _fifty_percent_distance of 218.000000 but _zero_percent_distance of 0.000000
  301. light has _fifty_percent_distance of 458.000000 but _zero_percent_distance of 0.000000
  302. light has _fifty_percent_distance of 2370.000000 but _zero_percent_distance of 0.000000
  303. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  304. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  305. light has _fifty_percent_distance of 573.000000 but _zero_percent_distance of 0.000000
  306. light has _fifty_percent_distance of 1077.000000 but _zero_percent_distance of 0.000000
  307. light has _fifty_percent_distance of 711.000000 but _zero_percent_distance of 0.000000
  308. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  309. light has _fifty_percent_distance of 766.000000 but _zero_percent_distance of 0.000000
  310. light has _fifty_percent_distance of 1008.000000 but _zero_percent_distance of 0.000000
  311. light has _fifty_percent_distance of 254.000000 but _zero_percent_distance of 0.000000
  312. light has _fifty_percent_distance of 573.000000 but _zero_percent_distance of 0.000000
  313. light has _fifty_percent_distance of 777.000000 but _zero_percent_distance of 0.000000
  314. light has _fifty_percent_distance of 573.000000 but _zero_percent_distance of 0.000000
  315. light has _fifty_percent_distance of 75.000000 but _zero_percent_distance of 0.000000
  316. light has _fifty_percent_distance of 148.000000 but _zero_percent_distance of 0.000000
  317. light has _fifty_percent_distance of 75.000000 but _zero_percent_distance of 0.000000
  318. light has _fifty_percent_distance of 40.000000 but _zero_percent_distance of 0.000000
  319. light has _fifty_percent_distance of 186.000000 but _zero_percent_distance of 0.000000
  320. light has _fifty_percent_distance of 40.000000 but _zero_percent_distance of 0.000000
  321. light has _fifty_percent_distance of 544.000000 but _zero_percent_distance of 0.000000
  322. light has _fifty_percent_distance of 75.000000 but _zero_percent_distance of 0.000000
  323. light has _fifty_percent_distance of 75.000000 but _zero_percent_distance of 0.000000
  324. light has _fifty_percent_distance of 587.000000 but _zero_percent_distance of 0.000000
  325. 195 direct lights
  326. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
  327. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
  328. transfers 17819414, max 1663
  329. transfer lists: 136.0 megs
  330. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  331. Bounce #1 added RGB(358282, 345163, 206261)
  332. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  333. Bounce #2 added RGB(52022, 49399, 24618)
  334. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  335. Bounce #3 added RGB(11176, 10283, 4330)
  336. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  337. Bounce #4 added RGB(2659, 2332, 833)
  338. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  339. Bounce #5 added RGB(671, 553, 169)
  340. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  341. Bounce #6 added RGB(175, 135, 36)
  342. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  343. Bounce #7 added RGB(47, 33, 8)
  344. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  345. Bounce #8 added RGB(13, 8, 2)
  346. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  347. Bounce #9 added RGB(4, 2, 0)
  348. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  349. Bounce #10 added RGB(1, 1, 0)
  350. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  351. Bounce #11 added RGB(0, 0, 0)
  352. Build Patch/Sample Hash Table(s).....Done<0.0479 sec>
  353. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
  354. FinalLightFace Done
  355. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  356. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  357. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8)
  358. Writing leaf ambient...done
  359. Ready to Finish
  360. Object names Objects/Maxobjs Memory / Maxmem Fullness
  361. ------------ --------------- --------------- --------
  362. models 80/4096 3840/196608 ( 2.0%)
  363. brushes 2702/16384 32424/196608 (16.5%)
  364. brushsides 24466/163840 195728/1310720 (14.9%)
  365. planes 22420/65536 448400/1310720 (34.2%)
  366. vertexes 22589/65536 271068/786432 (34.5%)
  367. nodes 3268/65536 104576/2097152 ( 5.0%)
  368. texinfos 4782/16384 344304/1179648 (29.2%)
  369. texdata 426/8192 13632/262144 ( 5.2%)
  370. dispinfos 130/0 22880/0 ( 0.0%)
  371. disp_verts 22106/0 442120/0 ( 0.0%)
  372. disp_tris 38048/0 76096/0 ( 0.0%)
  373. disp_lmsamples 650708/0 650708/0 ( 0.0%)
  374. faces 13275/65536 743400/3670016 (20.3%)
  375. hdr faces 0/65536 0/3670016 ( 0.0%)
  376. origfaces 9512/65536 532672/3670016 (14.5%)
  377. leaves 3349/65536 107168/2097152 ( 5.1%)
  378. leaffaces 15847/65536 31694/131072 (24.2%)
  379. leafbrushes 5658/65536 11316/131072 ( 8.6%)
  380. areas 4/1024 32/8192 ( 0.4%)
  381. surfedges 106412/512000 425648/2048000 (20.8%)
  382. edges 64007/256000 256028/1024000 (25.0%)
  383. LDR worldlights 195/8192 17160/720896 ( 2.4%)
  384. HDR worldlights 0/8192 0/720896 ( 0.0%)
  385. leafwaterdata 3/32768 36/393216 ( 0.0%)
  386. waterstrips 2033/32768 20330/327680 ( 6.2%)
  387. waterverts 0/65536 0/786432 ( 0.0%)
  388. waterindices 40788/65536 81576/131072 (62.2%)
  389. cubemapsamples 3/1024 48/16384 ( 0.3%)
  390. overlays 321/8192 112992/2883584 ( 3.9%)
  391. LDR lightdata [variable] 12067176/0 ( 0.0%)
  392. HDR lightdata [variable] 0/0 ( 0.0%)
  393. visdata [variable] 292726/16777216 ( 1.7%)
  394. entdata [variable] 814809/393216 (207.2%) VERY FULL!
  395. LDR ambient table 3349/65536 13396/262144 ( 5.1%)
  396. HDR ambient table 3349/65536 13396/262144 ( 5.1%)
  397. LDR leaf ambient 11567/65536 323876/1835008 (17.6%)
  398. HDR leaf ambient 3349/65536 93772/1835008 ( 5.1%)
  399. occluders 0/0 0/0 ( 0.0%)
  400. occluder polygons 0/0 0/0 ( 0.0%)
  401. occluder vert ind 0/0 0/0 ( 0.0%)
  402. detail props [variable] 1/328056 ( 0.0%)
  403. dtl prp lght [variable] 1/29 ( 3.4%)
  404. HDR dtl prp lght [variable] 1/4 (25.0%)
  405. static props [variable] 1/41766 ( 0.0%)
  406. pakfile [variable] 469565/0 ( 0.0%)
  407. physics [variable] 5258201/4194304 (125.4%) VERY FULL!
  408. physics terrain [variable] 0/1048576 ( 0.0%)
  409. Level flags = 0
  410. Total triangle count: 41595
  411. Writing g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero.bsp
  412. 44 seconds elapsed
  413. ** Executing...
  414. ** Command: Copy File
  415. ** Parameters: "g:\garry's mod\steamapps\common\garrysmod\garrysmod\maps\between_metro_zero.bsp" "G:\Garry's mod\steamapps\common\GarrysMod\garrysmod\maps\between_metro_zero.bsp"

Обнаруженные ошибки

Material not found!: [Имя текстуры]

Одной или нескольких из наложенных текстур не существует. Такие текстуры отобразятся в виде эмо-сетки. Ошибку можно игнорировать, если в игре всё отображается нормально, в противном случае лучше поменять её на существующую или проверить правильность путей к текстурам
Material [Имя текстуры] not found

Одной из наложенных текстур не существует. Такая текстура отобразится в виде эмо-сетки. Ошибку можно игнорировать, если в игре всё отображается нормально, в противном случае лучше поменять её на существующую
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
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
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

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2 месяца назад
Профиль пользователя Legioner76
привет
3 месяца назад
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Привет
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Всем привет
6 месяцев назад
Профиль пользователя pup0kplay007
Ребят подскажите консольнbIе командbI, которbIе уменьшают тряску при стрельбе, по типу cl_pitchpeed (уменьшает разброс)
Год назад
Профиль пользователя Aezakmi
Народ. подскажите как струю воды вверх сделать, для фонтана надо
Год назад
Профиль пользователя CobuLight
Даже экспериментировать необязательно, можно расчитать исходный вид, и от него указать градус
Год назад
Профиль пользователя lolmanlol
Samdog, поэкперементируй с Texture scale и Texture shift в покраске текстур
Год назад
Профиль пользователя Samdog
Что делать если майнкрафт текстуры в 2 раза больше и некоторые блоки перевернуты
?
Год назад
Профиль пользователя lolmanlol
задам прямо сюда, можно ли определить скорость игрока в определённой области (тригере)? если да, то как?
Год назад
Профиль пользователя lolmanlol
где здесь можно задать вопрос по маппингу?
Год назад
Профиль пользователя lolmanlol
да, инфы дофига, что не может не радовать)
Год назад
Профиль пользователя Aezakmi
Фига тут инфы куча :mrgreen:
Год назад
Профиль пользователя Sergey_Wanderer
я живой :ugeek:
2 года назад
Профиль пользователя CobuLight
Пусть остается таким какой он есть, не трогаешь, не ломается
2 года назад
Профиль пользователя Аристотель
Сайт уже давно на пенсии, тут надо радоваться что хотя бы он все еще работает как таковой! :ugeek:
2 года назад
Профиль пользователя MrGajimurad1
Реально не хватает возможности редачить материалы, чтобы исправлять свои косяки, столько лет сайту, а до сих пор нет такой возможности
2 года назад
Профиль пользователя CobuLight
Или даже по возможности ответят
2 года назад
Профиль пользователя lolmanlol
Просто лучший русскоязычный сайт по маппингу который только существует! Если что-то ищешь, всегда находишь находишь то, что нужно!
2 года назад
Профиль пользователя IFlapper
Map - entity report
2 года назад
Профиль пользователя dONkaban
Можно ли как-нибудь глянуть список всех энтити которые присутствуют на карте?
2 года назад
Профиль пользователя Аристотель
:ugeek:
3 года назад
Профиль пользователя CobuLight
Barney, Вот краткий гайд на цикл https://prnt.sc/tw3ed9
3 года назад
Профиль пользователя Barney
Кто знает как сделать сирену(цикл)? :?:
3 года назад
Профиль пользователя jiggly
:!:
3 года назад
Профиль пользователя CobuLight
Скорее всего это и есть туннель, и наверно этот туннель многополигональный, от этого и траблы на карте, плюс утечку желательно закрыть
3 года назад
Профиль пользователя CobuLight
На этот случай в хаммере есть поисковик по брашам, ты можешь узнать где находится этот браш и удалить его
3 года назад
Профиль пользователя CobuLight
Я не пользуюсь дискордом, только стим
3 года назад
Профиль пользователя loeskee
CobuLight, дай свой дискорд
3 года назад
Профиль пользователя loeskee
CobuLight, посмотри мой лог
3 года назад
Профиль пользователя loeskee
CobuLight, У меня частая ошибка Trying to create a non-quad displacement! (entity 0, brush 3398) она в основном в брашах туннеля( у меня карта под метро 2033)
3 года назад
Профиль пользователя CobuLight
И скорее всего из-за расстояния тоже, но здесь я не хочу тыкать пальцем в небо, я не помню
3 года назад
Профиль пользователя CobuLight
Попробуй сократить количество брашей в func_detail, а если у тебя сложные браши, то сделай для них отдельные func_detail
3 года назад
Профиль пользователя loeskee
у меня funl_detail много брашей на большем растоянии
3 года назад
Профиль пользователя CobuLight
Могу попробовать помочь, но только визуально, хотя давно не видел у себя этой проблемы...
Если так подумать, проблема может быть в переизбытке func_detail, либо ты слишком много брашей запилил в func_
3 года назад
Профиль пользователя SpacetimeJunglist92
4)Есть какая-то проблема с ареапорталами, ликами и т.д.
3 года назад
Профиль пользователя SpacetimeJunglist92
2)На карте слишком много маленьких простых брашей 3)Следует поработать над хинтами, чтобы помочь компилятору разбить карту на vis-листья эффективнее
3 года назад
Профиль пользователя SpacetimeJunglist92
Сорри,ничего конкретного сказать на эту тему не могу, могу лишь только предположить что 1)карта, пусть и оптимизированная, просто слишком большая и имеет множество зон
3 года назад
Профиль пользователя loeskee
SpacetimeJunglist92, мой дискорд loeskee#6984
если сможешь помочь напиши
3 года назад
Профиль пользователя loeskee
SpacetimeJunglist92, The map overflows the max portal count (43965 of max 32768)!
3 года назад
Профиль пользователя loeskee
SpacetimeJunglist92, в основном нарушение лимитов по брашам, но когда делаю в func_detail,также пишет что привеш лимит.
3 года назад
Профиль пользователя SpacetimeJunglist92
loeskee, что за ошибки?
3 года назад
Профиль пользователя loeskee
Есть, кто живой? можете помочь с картой, а точнее с ошибками?
3 года назад
Профиль пользователя CobuLight
Гляну как буду свободен
3 года назад
Профиль пользователя Nubuhu
https://steamcommunity.com/sharedfiles/filedetails/?id=2052901697
Вот карта, также болььшиство моделей черные у игроков, хотя в вроде как вшивал их
3 года назад
Профиль пользователя Nubuhu
Через часик попробую загрузить карту в мастерскую (удалил)
3 года назад
Профиль пользователя CobuLight
Скинь название карты, я гляну, может даже помогу узнать что за проблема. Тут надо уже смотреть, так проблему не понять на словах, да и лично я с такой не сталкивался.
3 года назад
Профиль пользователя CobuLight
Скинь название карты, я гляну, может даже помогу узнать что за проблема. Тут надо уже смотреть, так проблему не понять на словах, да и лично я с такой не сталкивался.
3 года назад
Профиль пользователя Nubuhu
Мой вопрос еще актуален
3 года назад
Профиль пользователя Nubuhu
Такая проблема после компиляции карты, при запуске ее на пк все отражения норм всё как надо, но при загрузке в мастерскую и запуске ее оттуда все отражения на предметах яркие и совсем не те что нужны
4 года назад
Профиль пользователя CobuLight
Чтобы вращать и изменять размер через Ctrl+M (Rotate, Scale)
Обновить  
 
 
 
 
 
 
Маппинг, картостроение, моделлинг в CS:Source и не только
 
 
 
 
 
Копирование и перепечатка материалов разрешена только со ссылкой на первоисточник!