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Проверенный лог
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-
- ** Executing...
- ** Command: "E:\commaps\Ultimate SSDK NEW\SourceSDK\bin\ep1\bin\vbsp.exe"
- ** Parameters: -game "E:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike" "E:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemit\de_pripyat_csgo_cssold"
-
- Valve Software - vbsp.exe (Dec 11 2006)
- 16 threads
- materialPath: E:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\materials
- Loading E:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemit\de_pripyat_csgo_cssold.vmf
- Can't find surfaceprop stucco for material GG_TIBET/CS_TIBET_PLASTER_01, using default
- Can't find surfaceprop rubble for material PRIPYAT/BLEND_PRIPYAT_02, using default
- Can't find surfaceprop rubble for material METAL/METALBLEND, using default
- Can't find surfaceprop sheetrock for material PLASTER/SHEETROCK01, using default
- Can't find surfaceprop panel for material METAL/PRODVENTA, using default
- Can't find surfaceprop stone for material STONE/INFFLRA, using default
- fixing up env_cubemap materials on brush sides...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
-
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 2736 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing E:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemit\de_pripyat_csgo_cssold.prt...done (0)
- *** Error: Skybox vtf files for skybox/sky_cs15_daylight02_hdr weren't compiled with the same size texture and/or same flags!
- Can't load skybox file skybox/sky_cs15_daylight02_hdr to build the default cubemap!
- No such variable "$hdrbasetexture" for material "skybox/sky_cs15_daylight02_hdrrt"
-
Can't load skybox file skybox/sky_cs15_daylight02_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...
- done (1) (1676862 bytes)
- Error loading studio model "models/props_foliage/birch03.mdl"!
- Error loading studio model "models/props_foliage/birch02.mdl"!
- Error loading studio model "models/props_foliage/birch.mdl"!
- Error loading studio model "models/props_foliage/birch04.mdl"!
- Error loading studio model "models/pripyat/medkit.mdl"!
- Error loading studio model "models/props_mill/pipeset08d_128_001a.mdl"!
- Error loading studio model "models/pripyat/shop_banner.mdl"!
- Error loading studio model "models/props/de_train/hr_t/gate_fence_a/gate_fence_a_sign.mdl"!
- Error loading studio model "models/pripyat/cinemaseat2.mdl"!
- Error loading studio model "models/pripyat/concretebarier.mdl"!
- Error loading studio model "models/pripyat/bookcase2.mdl"!
- Error loading studio model "models/props/props_gameplay/bomb_blast_wall02.mdl"!
- Error loading studio model "models/props/cs_militia/paintbucket01_static.mdl"!
- Error loading studio model "models/pripyat/metalgate.mdl"!
- Error loading studio model "models/pripyat/metalpole.mdl"!
- Error loading studio model "models/props_unique/guncabinet01_main.mdl"!
- Error loading studio model "models/pripyat/ceilingtile.mdl"!
- Error loading studio model "models/pripyat/counter.mdl"!
- Error loading studio model "models/pripyat/truck_back.mdl"!
- Error loading studio model "models/pripyat/pripyat_fence.mdl"!
- Error loading studio model "models/props_rooftop/gutter_pipe_128.mdl"!
- Error loading studio model "models/props_urban/gate_wall_gate002_64.mdl"!
- Error loading studio model "models/props_foliage/trees_cluster01.mdl"!
- Error loading studio model "models/props/de_train/vending/vending_machine_old.mdl"!
- Error loading studio model "models/pripyat/cinemaseat1.mdl"!
- Error loading studio model "models/props/gg_vietnam/oilbarrels.mdl"!
- Error loading studio model "models/props/cs_assault/cardboardbox_single.mdl"!
- Error loading studio model "models/pripyat/cash_desk.mdl"!
- Error loading studio model "models/pripyat/blok2_skybox.mdl"!
- Error loading studio model "models/pripyat/blok4_skybox.mdl"!
- Error loading studio model "models/props/de_train/hr_t/rubble_a/rubble_a.mdl"!
- Error loading studio model "models/pripyat/metal_table.mdl"!
- Error loading studio model "models/props/de_train/hr_t/wall_relief_b/wall_relief_b.mdl"!
- Error loading studio model "models/pripyat/piano.mdl"!
- Error loading studio model "models/pripyat/post.mdl"!
- Error loading studio model "models/props_lighting/semi_flush_002.mdl"!
- Error loading studio model "models/props/de_train/hr_t/garage_door_a/garage_door_a.mdl"!
- Error loading studio model "models/props/de_train/hr_t/metal_door_j/metal_door_j.mdl"!
- Error loading studio model "models/props_unique/guncabinet01_ldoor.mdl"!
- Error loading studio model "models/props_unique/guncabinet01_rdoor.mdl"!
- Error loading studio model "models/pripyat/prometheus2.mdl"!
- Error loading studio model "models/props/de_train/hr_t/train_sign_a/train_sign_a.mdl"!
- Error loading studio model "models/props/de_train/hr_t/plants_a/plants_c.mdl"!
- Error loading studio model "models/props/de_train/hr_t/plants_a/plants_b.mdl"!
- Error loading studio model "models/props/de_train/hr_t/pigeon_sign/pigeon_sign.mdl"!
- Error loading studio model "models/props/de_train/hr_t/light_pole_a/light_pole_a.mdl"!
- Error loading studio model "models/pripyat/poster.mdl"!
- Error loading studio model "models/pripyat/window_school3.mdl"!
- Error loading studio model "models/props_urban/pool_ladder001.mdl"!
- Error loading studio model "models/pripyat/skybox_budynek1.mdl"!
- Error loading studio model "models/pripyat/skybox_budynek2.mdl"!
- Error loading studio model "models/pripyat/kiosk.mdl"!
- Error loading studio model "models/pripyat/stairs_workshop_02.mdl"!
- Error loading studio model "models/pripyat/stairs_shop_02.mdl"!
- Error loading studio model "models/pripyat/stairs_shop.mdl"!
- Error loading studio model "models/pripyat/bumpercars.mdl"!
- Error loading studio model "models/pripyat/swing.mdl"!
- Error loading studio model "models/pripyat/podium.mdl"!
- Error loading studio model "models/props/de_aztec/grasstuft01.mdl"!
- Error loading studio model "models/props/de_aztec/grasstuft02.mdl"!
- Error loading studio model "models/pripyat/blok1.mdl"!
- Error loading studio model "models/pripyat/kino_ekran.mdl"!
- Error loading studio model "models/pripyat/statue.mdl"!
- Error loading studio model "models/pripyat/bookcase1.mdl"!
- Error loading studio model "models/gibs/metal_gib4.mdl"!
- Error loading studio model "models/props/de_mill/de_mill_wire02.mdl"!
- Error loading studio model "models/pripyat/wood_table.mdl"!
- Error loading studio model "models/pripyat/metalcase.mdl"!
- Error! prop_static using model "models/props/cs_office/fire_extinguisher.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
-
Error loading studio model "models/props/cs_office/fire_extinguisher.mdl"!
- Error! prop_static using model "models/props/cs_office/file_cabinet3.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
-
Error loading studio model "models/props/cs_office/file_cabinet3.mdl"!
- Error loading studio model "models/pripyat/phone.mdl"!
- Error loading studio model "models/props_foliage/tree_city01.mdl"!
- Error loading studio model "models/pripyat/ceilingtiles1.mdl"!
- Error loading studio model "models/cs_italy/italy_signs_post.mdl"!
- Error loading studio model "models/pripyat/ferris_skybox.mdl"!
- Error loading studio model "models/pripyat/blok1_skybox.mdl"!
- Error loading studio model "models/pripyat/blok3_skybox.mdl"!
- Error loading studio model "models/props_foliage/urban_tree_italy.mdl"!
- Error loading studio model "models/props_yard/playground_slide.mdl"!
- Error loading studio model "models/props_canal/rock_riverbed02b.mdl"!
- Error loading studio model "models/props/gg_tibet/pipecurve.mdl"!
- Error loading studio model "models/props/gg_tibet/pipe64.mdl"!
- Error loading studio model "models/pripyat/window_school1.mdl"!
- Error loading studio model "models/pripyat/caravan.mdl"!
- Error loading studio model "models/pripyat/metal_cabinet.mdl"!
- Error loading studio model "models/pripyat/window_cinema1.mdl"!
- Error loading studio model "models/pripyat/sandpit.mdl"!
- Error loading studio model "models/pripyat/prometheus.mdl"!
- Error loading studio model "models/pripyat/window_school2.mdl"!
- Error loading studio model "models/pripyat/pylon.mdl"!
- Static prop models/props/de_train/handrail_alley-upperdeck.mdl outside the map (2996.00, 2028.00, 248.00)
- Static prop models/props/de_train/handrail_alley-upperdeck.mdl outside the map (2996.00, 2292.00, 272.00)
-
Error loading studio model "models/pripyat/window_cinema2.mdl"!
- Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDMILGROUND008_4 uses unknown detail object type militia_leaves_sand!
-
..10
- Compacting texture/material tables...
- Reduced 6653 texinfos to 5139
- Reduced 349 texdatas to 308 (11771 bytes to 9924)
- Writing E:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemit\de_pripyat_csgo_cssold.bsp
- 7 seconds elapsed
- -1.039114 -0.000001 0.000000
- -1.339663 -1.299276 0.000000
- -1.039114 -1.299276 0.000000
- -1.039114 1.299275 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
-
-0.700922 -0.341757 0.000000
- -0.645139 0.393352 0.000000
- -0.700922 0.393352 0.000000
- -0.700922 -0.392557 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
-
- ** Executing...
- ** Command: "E:\commaps\Ultimate SSDK NEW\SourceSDK\bin\ep1\bin\vvis.exe"
- ** Parameters: -game "E:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike" -fast "E:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemit\de_pripyat_csgo_cssold"
-
- Valve Software - vvis.exe (Nov 8 2007)
- fastvis = true
-
16 threads
- reading e:\commaps\ultimate ssdk new\source engine 2006\cstrike\maps\1lemit\de_pripyat_csgo_cssold.bsp
- reading e:\commaps\ultimate ssdk new\source engine 2006\cstrike\maps\1lemit\de_pripyat_csgo_cssold.prt
- 1099 portalclusters
- 2855 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Optimized: 69046 visible clusters (0.00%)
- Total clusters visible: 726267
- Average clusters visible: 660
- Building PAS...
- Average clusters audible: 1045
- visdatasize:287355 compressed from 316512
- writing e:\commaps\ultimate ssdk new\source engine 2006\cstrike\maps\1lemit\de_pripyat_csgo_cssold.bsp
- 0 seconds elapsed
-
- ** Executing...
- ** Command: "E:\commaps\Ultimate SSDK NEW\SourceSDK\bin\ep1\bin\vrad.exe"
- ** Parameters: -game "E:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike" -noextra "E:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemit\de_pripyat_csgo_cssold"
-
- Valve Software - vrad.exe SSE (Nov 8 2007)
- ----- Radiosity Simulator ----
- 16 threads
- [Reading texlights from 'lights.rad']
- unknown light specifier type - props/de_ruins/treemid01.mdl
- unknown light specifier type - props/de_ruins/treebig02.mdl
- ERROR: Duplication of 'forcetextureshadow' in file 'lights.rad'!
- unknown light specifier type - props/de_ruins/treebig01.mdl
- ERROR: Duplication of 'forcetextureshadow' in file 'lights.rad'!
- unknown light specifier type - props/de_ruins/treesmall01.mdl
- ERROR: Duplication of 'forcetextureshadow' in file 'lights.rad'!
- unknown light specifier type - props_foliage/bushes_tropical_straight01.mdl
- ERROR: Duplication of 'forcetextureshadow' in file 'lights.rad'!
- unknown light specifier type - props_foliage/aztec_jungleplants_01.mdl
- ERROR: Duplication of 'forcetextureshadow' in file 'lights.rad'!
- unknown light specifier type - props/de_ruins/palm01.mdl
- ERROR: Duplication of 'forcetextureshadow' in file 'lights.rad'!
- [7 texlights parsed from 'lights.rad']
-
- Loading e:\commaps\ultimate ssdk new\source engine 2006\cstrike\maps\1lemit\de_pripyat_csgo_cssold.bsp
- 13484 faces
- 3 degenerate faces
-
1338767 square feet [192782544.00 square inches]
- 193 displacements
- 270173 square feet [38904940.00 square inches]
- 13481 patches before subdivision
- 154991 patches after subdivision
- 49 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (65)
- transfers 15691601, max 1047
- transfer lists: 119.7 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(621450, 520317, 343291)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(102111, 80892, 46752)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(17512, 13328, 6971)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(4084, 3124, 1546)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(896, 678, 317)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(247, 191, 85)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(66, 52, 22)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(20, 16, 7)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(6, 5, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(2, 2, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(1, 1, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0353 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
- Ready to Finish
-
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 51/1024 2448/49152 ( 5.0%)
- brushes 4048/8192 48576/98304 (49.4%)
- brushsides 27467/65536 219736/524288 (41.9%)
- planes 15544/65536 310880/1310720 (23.7%)
- vertexes 29344/65536 352128/786432 (44.8%)
- nodes 3062/65536 97984/2097152 ( 4.7%)
- texinfos 5139/12288 370008/884736 (41.8%)
- texdata 308/2048 9856/65536 (15.0%)
- dispinfos 193/0 33968/0 ( 0.0%)
- disp_verts 16617/0 332340/0 ( 0.0%)
- disp_tris 26528/0 53056/0 ( 0.0%)
- disp_lmsamples 600707/0 600707/0 ( 0.0%)
- faces 13484/65536 755104/3670016 (20.6%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 9652/65536 540512/3670016 (14.7%)
- leaves 3114/65536 99648/2097152 ( 4.8%)
- leaffaces 17683/65536 35366/131072 (27.0%)
- leafbrushes 8408/65536 16816/131072 (12.8%)
- areas 24/256 192/2048 ( 9.4%)
- surfedges 112078/512000 448312/2048000 (21.9%)
- edges 76239/256000 304956/1024000 (29.8%)
- LDR worldlights 49/8192 4312/720896 ( 0.6%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- waterstrips 2884/32768 28840/327680 ( 8.8%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 60933/65536 121866/131072 (93.0%) VERY FULL!
- cubemapsamples 29/1024 464/16384 ( 2.8%)
- overlays 31/512 10912/180224 ( 6.1%)
- LDR lightdata [variable] 7449604/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 287355/16777216 ( 1.7%)
- entdata [variable] 68753/393216 (17.5%)
- LDR leaf ambient 3114/65536 74736/1572864 ( 4.8%)
- HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
- 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] 1/88534 ( 0.0%)
- pakfile [variable] 41049/0 ( 0.0%)
-
- Level flags = 0
-
- Win32 Specific Data:
- physics [variable] 1676862/4194304 (40.0%)
- ==== Total Win32 BSP file data space used: 14397348 bytes ====
-
- Total triangle count: 46391
- Writing e:\commaps\ultimate ssdk new\source engine 2006\cstrike\maps\1lemit\de_pripyat_csgo_cssold.bsp
- 1 minute, 36 seconds elapsed
-
- ** Executing...
- ** Command: Copy File
- ** Parameters: "E:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemit\de_pripyat_csgo_cssold.bsp" "E:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\de_pripyat_csgo_cssold.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
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
No such variable hdrbasetexture for material
HDR-вариант неба, прописанный в параметре hdrbasetexture, на самом деле не является HDR-текстурой. Переделайте текстуру или выберите другое небо, иначе в HDR-режиме небо может отображаться некорректно
Material [Имя текстуры] uses unknown detail object type [Тип]!
Одна из текстур имеет несовместимые с игрой дополнительные детали (травой, кустами, цветами и т.д.), возможно, Вы взяли текстуру из другой игры, ничего в ней не переделав, из-за чего и возникла несовместимость. Подправьте текстуру или замените её на другую, иначе в игре она может отображаться некорректно
Material glass/glasswindowbreak070b is depending on itself through materialvar crackmaterial!
Текстура glass/glasswindowbreak070b используется для продвинутых разбиваемых окон, она не должна накладываться вручную, иначе может отобразиться некорректно. Но если Вы всё равно намерены её использовать, игнорируйте эту ошибку
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
Error loading studio model [Имя модели]!
На карте есть prop-энтити, которой не присвоено имя модели (или данная модель не существует/является нерабочей). Объект с данной ошибкой в игре не отобразится. Чтобы исправить её, перейдите к prop-объекту и укажите в его параметре Model имя модели
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
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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