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Проверенный лог

  1. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
  2. Loading C:\HammerAutosave\Новая папка\DDDD.vmf
  3. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
  4. fixing up env_cubemap materials on brush sides...
  5. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  6. Building Faces...done (0)
  7. FixTjuncs...
  8. PruneNodes...
  9. WriteBSP...
  10. done (0)
  11. writing C:\HammerAutosave\Новая папка\DDDD.prt...Building visibility clusters...
  12. done (0)
  13. Creating default LDR cubemaps for env_cubemap using skybox materials:
  14. skybox/sky_day01_01*.vmt
  15. ! Run buildcubemaps in the engine to get the correct cube maps.
  16. Creating default HDR cubemaps for env_cubemap using skybox materials:
  17. skybox/sky_day01_01*.vmt
  18. ! Run buildcubemaps in the engine to get the correct cube maps.
  19. Finding displacement neighbors...
  20. Finding lightmap sample positions...
  21. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  22. Building Physics collision data...
  23. done (0) (2342 bytes)
  24. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  25. Compacting texture/material tables...
  26. Reduced 3 texinfos to 3
  27. Reduced 1 texdatas to 1 (18 bytes to 18)
  28. Writing C:\HammerAutosave\Новая папка\DDDD.bsp
  29. 0 seconds elapsed
  30. 12 threads
  31. reading c:\hammerautosave\Новая папка\DDDD.bsp
  32. reading c:\hammerautosave\Новая папка\DDDD.prt
  33. 2 portalclusters
  34. 1 numportals
  35. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  36. Total clusters visible: 4
  37. Average clusters visible: 2
  38. Building PAS...
  39. Average clusters audible: 2
  40. visdatasize:24 compressed from 32
  41. writing c:\hammerautosave\Новая папка\DDDD.bsp
  42. 0 seconds elapsed
  43. Could not find lights.rad in lights.rad.
  44. Trying VRAD BIN directory instead...
  45. Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
  46. Loading c:\hammerautosave\Новая папка\DDDD.bsp
  47. 10 faces
  48. 6712 square feet [966656.00 square inches]
  49. 0 Displacements
  50. 0 Square Feet [0.00 Square Inches]
  51. 10 patches before subdivision
  52. 1014 patches after subdivision
  53. 2 direct lights
  54. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 87272, max 204
  55. transfer lists: 0.7 megs
  56. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(9823, 9401, 8069)
  57. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3763, 3447, 2539)
  58. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1429, 1253, 792)
  59. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(541, 454, 246)
  60. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(205, 164, 76)
  61. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(77, 59, 24)
  62. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(29, 21, 7)
  63. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(11, 8, 2)
  64. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(4, 3, 1)
  65. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
  66. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
  67. Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
  68. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  69. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  70. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  71. Ready to Finish
  72. Object names Objects/Maxobjs Memory / Maxmem Fullness
  73. ------------ --------------- --------------- --------
  74. models 1/1024 48/49152 ( 0.1%)
  75. brushes 6/8192 72/98304 ( 0.1%)
  76. brushsides 36/65536 288/524288 ( 0.1%)
  77. planes 36/65536 720/1310720 ( 0.1%)
  78. vertexes 29/65536 348/786432 ( 0.0%)
  79. nodes 17/65536 544/2097152 ( 0.0%)
  80. texinfos 3/12288 216/884736 ( 0.0%)
  81. texdata 1/2048 32/65536 ( 0.0%)
  82. dispinfos 0/0 0/0 ( 0.0%)
  83. disp_verts 0/0 0/0 ( 0.0%)
  84. disp_tris 0/0 0/0 ( 0.0%)
  85. disp_lmsamples 0/0 0/0 ( 0.0%)
  86. faces 10/65536 560/3670016 ( 0.0%)
  87. hdr faces 0/65536 0/3670016 ( 0.0%)
  88. origfaces 6/65536 336/3670016 ( 0.0%)
  89. leaves 19/65536 608/2097152 ( 0.0%)
  90. leaffaces 10/65536 20/131072 ( 0.0%)
  91. leafbrushes 10/65536 20/131072 ( 0.0%)
  92. areas 2/256 16/2048 ( 0.8%)
  93. surfedges 64/512000 256/2048000 ( 0.0%)
  94. edges 45/256000 180/1024000 ( 0.0%)
  95. LDR worldlights 2/8192 176/720896 ( 0.0%)
  96. HDR worldlights 0/8192 0/720896 ( 0.0%)
  97. leafwaterdata 0/32768 0/393216 ( 0.0%)
  98. waterstrips 0/32768 0/327680 ( 0.0%)
  99. waterverts 0/65536 0/786432 ( 0.0%)
  100. waterindices 0/65536 0/131072 ( 0.0%)
  101. cubemapsamples 0/1024 0/16384 ( 0.0%)
  102. overlays 0/512 0/180224 ( 0.0%)
  103. LDR lightdata [variable] 66888/0 ( 0.0%)
  104. HDR lightdata [variable] 0/0 ( 0.0%)
  105. visdata [variable] 24/16777216 ( 0.0%)
  106. entdata [variable] 648/393216 ( 0.2%)
  107. LDR ambient table 19/65536 76/262144 ( 0.0%)
  108. HDR ambient table 19/65536 76/262144 ( 0.0%)
  109. LDR leaf ambient 32/65536 896/1835008 ( 0.0%)
  110. HDR leaf ambient 19/65536 532/1835008 ( 0.0%)
  111. occluders 0/0 0/0 ( 0.0%)
  112. occluder polygons 0/0 0/0 ( 0.0%)
  113. occluder vert ind 0/0 0/0 ( 0.0%)
  114. detail props [variable] 1/12 ( 8.3%)
  115. static props [variable] 1/12 ( 8.3%)
  116. pakfile [variable] 105647/0 ( 0.0%)
  117. physics [variable] 2342/4194304 ( 0.1%)
  118. physics terrain [variable] 2/1048576 ( 0.0%)
  119. Level flags = 0
  120. Total triangle count: 20
  121. Writing c:\hammerautosave\Новая папка\DDDD.bsp
  122. 0 seconds elapsed
  123. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
  124. Loading C:\HammerAutosave\Новая папка\DDDD.vmf
  125. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
  126. fixing up env_cubemap materials on brush sides...
  127. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  128. Building Faces...done (0)
  129. FixTjuncs...
  130. PruneNodes...
  131. WriteBSP...
  132. done (0)
  133. writing C:\HammerAutosave\Новая папка\DDDD.prt...Building visibility clusters...
  134. done (0)
  135. Creating default LDR cubemaps for env_cubemap using skybox materials:
  136. skybox/sky_day01_01*.vmt
  137. ! Run buildcubemaps in the engine to get the correct cube maps.
  138. Creating default HDR cubemaps for env_cubemap using skybox materials:
  139. skybox/sky_day01_01*.vmt
  140. ! Run buildcubemaps in the engine to get the correct cube maps.
  141. Finding displacement neighbors...
  142. Finding lightmap sample positions...
  143. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  144. Building Physics collision data...
  145. done (0) (2342 bytes)
  146. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  147. Compacting texture/material tables...
  148. Reduced 3 texinfos to 3
  149. Reduced 1 texdatas to 1 (18 bytes to 18)
  150. Writing C:\HammerAutosave\Новая папка\DDDD.bsp
  151. 0 seconds elapsed
  152. 12 threads
  153. reading c:\hammerautosave\Новая папка\DDDD.bsp
  154. reading c:\hammerautosave\Новая папка\DDDD.prt
  155. 2 portalclusters
  156. 1 numportals
  157. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  158. Total clusters visible: 4
  159. Average clusters visible: 2
  160. Building PAS...
  161. Average clusters audible: 2
  162. visdatasize:24 compressed from 32
  163. writing c:\hammerautosave\Новая папка\DDDD.bsp
  164. 0 seconds elapsed
  165. Could not find lights.rad in lights.rad.
  166. Trying VRAD BIN directory instead...
  167. Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
  168. Loading c:\hammerautosave\Новая папка\DDDD.bsp
  169. 10 faces
  170. 6712 square feet [966656.00 square inches]
  171. 0 Displacements
  172. 0 Square Feet [0.00 Square Inches]
  173. 10 patches before subdivision
  174. 1014 patches after subdivision
  175. 2 direct lights
  176. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 87272, max 204
  177. transfer lists: 0.7 megs
  178. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(9823, 9401, 8069)
  179. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3763, 3447, 2539)
  180. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1429, 1253, 792)
  181. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(541, 454, 246)
  182. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(205, 164, 76)
  183. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(77, 59, 24)
  184. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(29, 21, 7)
  185. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(11, 8, 2)
  186. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(4, 3, 1)
  187. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
  188. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
  189. Build Patch/Sample Hash Table(s).....Done<0.0002 sec>
  190. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  191. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  192. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  193. Ready to Finish
  194. Object names Objects/Maxobjs Memory / Maxmem Fullness
  195. ------------ --------------- --------------- --------
  196. models 1/1024 48/49152 ( 0.1%)
  197. brushes 6/8192 72/98304 ( 0.1%)
  198. brushsides 36/65536 288/524288 ( 0.1%)
  199. planes 36/65536 720/1310720 ( 0.1%)
  200. vertexes 29/65536 348/786432 ( 0.0%)
  201. nodes 17/65536 544/2097152 ( 0.0%)
  202. texinfos 3/12288 216/884736 ( 0.0%)
  203. texdata 1/2048 32/65536 ( 0.0%)
  204. dispinfos 0/0 0/0 ( 0.0%)
  205. disp_verts 0/0 0/0 ( 0.0%)
  206. disp_tris 0/0 0/0 ( 0.0%)
  207. disp_lmsamples 0/0 0/0 ( 0.0%)
  208. faces 10/65536 560/3670016 ( 0.0%)
  209. hdr faces 0/65536 0/3670016 ( 0.0%)
  210. origfaces 6/65536 336/3670016 ( 0.0%)
  211. leaves 19/65536 608/2097152 ( 0.0%)
  212. leaffaces 10/65536 20/131072 ( 0.0%)
  213. leafbrushes 10/65536 20/131072 ( 0.0%)
  214. areas 2/256 16/2048 ( 0.8%)
  215. surfedges 64/512000 256/2048000 ( 0.0%)
  216. edges 45/256000 180/1024000 ( 0.0%)
  217. LDR worldlights 2/8192 176/720896 ( 0.0%)
  218. HDR worldlights 0/8192 0/720896 ( 0.0%)
  219. leafwaterdata 0/32768 0/393216 ( 0.0%)
  220. waterstrips 0/32768 0/327680 ( 0.0%)
  221. waterverts 0/65536 0/786432 ( 0.0%)
  222. waterindices 0/65536 0/131072 ( 0.0%)
  223. cubemapsamples 0/1024 0/16384 ( 0.0%)
  224. overlays 0/512 0/180224 ( 0.0%)
  225. LDR lightdata [variable] 66888/0 ( 0.0%)
  226. HDR lightdata [variable] 0/0 ( 0.0%)
  227. visdata [variable] 24/16777216 ( 0.0%)
  228. entdata [variable] 648/393216 ( 0.2%)
  229. LDR ambient table 19/65536 76/262144 ( 0.0%)
  230. HDR ambient table 19/65536 76/262144 ( 0.0%)
  231. LDR leaf ambient 32/65536 896/1835008 ( 0.0%)
  232. HDR leaf ambient 19/65536 532/1835008 ( 0.0%)
  233. occluders 0/0 0/0 ( 0.0%)
  234. occluder polygons 0/0 0/0 ( 0.0%)
  235. occluder vert ind 0/0 0/0 ( 0.0%)
  236. detail props [variable] 1/12 ( 8.3%)
  237. static props [variable] 1/12 ( 8.3%)
  238. pakfile [variable] 105647/0 ( 0.0%)
  239. physics [variable] 2342/4194304 ( 0.1%)
  240. physics terrain [variable] 2/1048576 ( 0.0%)
  241. Level flags = 0
  242. Total triangle count: 20
  243. Writing c:\hammerautosave\Новая папка\DDDD.bsp
  244. 0 seconds elapsed
  245. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
  246. Loading C:\HammerAutosave\Новая папка\DDDD.vmf
  247. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
  248. fixing up env_cubemap materials on brush sides...
  249. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  250. Building Faces...done (0)
  251. FixTjuncs...
  252. PruneNodes...
  253. WriteBSP...
  254. done (0)
  255. writing C:\HammerAutosave\Новая папка\DDDD.prt...Building visibility clusters...
  256. done (0)
  257. Creating default LDR cubemaps for env_cubemap using skybox materials:
  258. skybox/sky_day01_01*.vmt
  259. ! Run buildcubemaps in the engine to get the correct cube maps.
  260. Creating default HDR cubemaps for env_cubemap using skybox materials:
  261. skybox/sky_day01_01*.vmt
  262. ! Run buildcubemaps in the engine to get the correct cube maps.
  263. Finding displacement neighbors...
  264. Finding lightmap sample positions...
  265. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  266. Building Physics collision data...
  267. done (0) (2342 bytes)
  268. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  269. Compacting texture/material tables...
  270. Reduced 3 texinfos to 3
  271. Reduced 1 texdatas to 1 (18 bytes to 18)
  272. Writing C:\HammerAutosave\Новая папка\DDDD.bsp
  273. 0 seconds elapsed
  274. 12 threads
  275. reading c:\hammerautosave\Новая папка\DDDD.bsp
  276. reading c:\hammerautosave\Новая папка\DDDD.prt
  277. 2 portalclusters
  278. 1 numportals
  279. 0...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  280. Total clusters visible: 4
  281. Average clusters visible: 2
  282. Building PAS...
  283. Average clusters audible: 2
  284. visdatasize:24 compressed from 32
  285. writing c:\hammerautosave\Новая папка\DDDD.bsp
  286. 0 seconds elapsed
  287. Could not find lights.rad in lights.rad.
  288. Trying VRAD BIN directory instead...
  289. Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
  290. Loading c:\hammerautosave\Новая папка\DDDD.bsp
  291. 10 faces
  292. 6712 square feet [966656.00 square inches]
  293. 0 Displacements
  294. 0 Square Feet [0.00 Square Inches]
  295. 10 patches before subdivision
  296. 1014 patches after subdivision
  297. 2 direct lights
  298. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 87272, max 204
  299. transfer lists: 0.7 megs
  300. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(9823, 9401, 8069)
  301. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3763, 3447, 2539)
  302. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1429, 1253, 792)
  303. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(541, 454, 246)
  304. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(205, 164, 76)
  305. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(77, 59, 24)
  306. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(29, 21, 7)
  307. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(11, 8, 2)
  308. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(4, 3, 1)
  309. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
  310. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
  311. Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
  312. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  313. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  314. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  315. Ready to Finish
  316. Object names Objects/Maxobjs Memory / Maxmem Fullness
  317. ------------ --------------- --------------- --------
  318. models 1/1024 48/49152 ( 0.1%)
  319. brushes 6/8192 72/98304 ( 0.1%)
  320. brushsides 36/65536 288/524288 ( 0.1%)
  321. planes 36/65536 720/1310720 ( 0.1%)
  322. vertexes 29/65536 348/786432 ( 0.0%)
  323. nodes 17/65536 544/2097152 ( 0.0%)
  324. texinfos 3/12288 216/884736 ( 0.0%)
  325. texdata 1/2048 32/65536 ( 0.0%)
  326. dispinfos 0/0 0/0 ( 0.0%)
  327. disp_verts 0/0 0/0 ( 0.0%)
  328. disp_tris 0/0 0/0 ( 0.0%)
  329. disp_lmsamples 0/0 0/0 ( 0.0%)
  330. faces 10/65536 560/3670016 ( 0.0%)
  331. hdr faces 0/65536 0/3670016 ( 0.0%)
  332. origfaces 6/65536 336/3670016 ( 0.0%)
  333. leaves 19/65536 608/2097152 ( 0.0%)
  334. leaffaces 10/65536 20/131072 ( 0.0%)
  335. leafbrushes 10/65536 20/131072 ( 0.0%)
  336. areas 2/256 16/2048 ( 0.8%)
  337. surfedges 64/512000 256/2048000 ( 0.0%)
  338. edges 45/256000 180/1024000 ( 0.0%)
  339. LDR worldlights 2/8192 176/720896 ( 0.0%)
  340. HDR worldlights 0/8192 0/720896 ( 0.0%)
  341. leafwaterdata 0/32768 0/393216 ( 0.0%)
  342. waterstrips 0/32768 0/327680 ( 0.0%)
  343. waterverts 0/65536 0/786432 ( 0.0%)
  344. waterindices 0/65536 0/131072 ( 0.0%)
  345. cubemapsamples 0/1024 0/16384 ( 0.0%)
  346. overlays 0/512 0/180224 ( 0.0%)
  347. LDR lightdata [variable] 66888/0 ( 0.0%)
  348. HDR lightdata [variable] 0/0 ( 0.0%)
  349. visdata [variable] 24/16777216 ( 0.0%)
  350. entdata [variable] 648/393216 ( 0.2%)
  351. LDR ambient table 19/65536 76/262144 ( 0.0%)
  352. HDR ambient table 19/65536 76/262144 ( 0.0%)
  353. LDR leaf ambient 32/65536 896/1835008 ( 0.0%)
  354. HDR leaf ambient 19/65536 532/1835008 ( 0.0%)
  355. occluders 0/0 0/0 ( 0.0%)
  356. occluder polygons 0/0 0/0 ( 0.0%)
  357. occluder vert ind 0/0 0/0 ( 0.0%)
  358. detail props [variable] 1/12 ( 8.3%)
  359. static props [variable] 1/12 ( 8.3%)
  360. pakfile [variable] 105647/0 ( 0.0%)
  361. physics [variable] 2342/4194304 ( 0.1%)
  362. physics terrain [variable] 2/1048576 ( 0.0%)
  363. Level flags = 0
  364. Total triangle count: 20
  365. Writing c:\hammerautosave\Новая папка\DDDD.bsp
  366. 0 seconds elapsed
  367. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
  368. Loading C:\HammerAutosave\Новая папка\DDDD.vmf
  369. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
  370. fixing up env_cubemap materials on brush sides...
  371. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  372. Building Faces...done (0)
  373. FixTjuncs...
  374. PruneNodes...
  375. WriteBSP...
  376. done (0)
  377. writing C:\HammerAutosave\Новая папка\DDDD.prt...Building visibility clusters...
  378. done (0)
  379. Creating default LDR cubemaps for env_cubemap using skybox materials:
  380. skybox/sky_day01_01*.vmt
  381. ! Run buildcubemaps in the engine to get the correct cube maps.
  382. Creating default HDR cubemaps for env_cubemap using skybox materials:
  383. skybox/sky_day01_01*.vmt
  384. ! Run buildcubemaps in the engine to get the correct cube maps.
  385. Finding displacement neighbors...
  386. Finding lightmap sample positions...
  387. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  388. Building Physics collision data...
  389. done (0) (2342 bytes)
  390. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  391. Compacting texture/material tables...
  392. Reduced 3 texinfos to 3
  393. Reduced 1 texdatas to 1 (18 bytes to 18)
  394. Writing C:\HammerAutosave\Новая папка\DDDD.bsp
  395. 0 seconds elapsed
  396. 12 threads
  397. reading c:\hammerautosave\Новая папка\DDDD.bsp
  398. reading c:\hammerautosave\Новая папка\DDDD.prt
  399. 2 portalclusters
  400. 1 numportals
  401. 0...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  402. Total clusters visible: 4
  403. Average clusters visible: 2
  404. Building PAS...
  405. Average clusters audible: 2
  406. visdatasize:24 compressed from 32
  407. writing c:\hammerautosave\Новая папка\DDDD.bsp
  408. 0 seconds elapsed
  409. Could not find lights.rad in lights.rad.
  410. Trying VRAD BIN directory instead...
  411. Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
  412. Loading c:\hammerautosave\Новая папка\DDDD.bsp
  413. 10 faces
  414. 6712 square feet [966656.00 square inches]
  415. 0 Displacements
  416. 0 Square Feet [0.00 Square Inches]
  417. 10 patches before subdivision
  418. 1014 patches after subdivision
  419. 2 direct lights
  420. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 87272, max 204
  421. transfer lists: 0.7 megs
  422. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(9823, 9401, 8069)
  423. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3763, 3447, 2539)
  424. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1429, 1253, 792)
  425. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(541, 454, 246)
  426. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(205, 164, 76)
  427. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(77, 59, 24)
  428. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(29, 21, 7)
  429. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(11, 8, 2)
  430. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(4, 3, 1)
  431. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
  432. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
  433. Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
  434. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  435. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  436. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  437. Ready to Finish
  438. Object names Objects/Maxobjs Memory / Maxmem Fullness
  439. ------------ --------------- --------------- --------
  440. models 1/1024 48/49152 ( 0.1%)
  441. brushes 6/8192 72/98304 ( 0.1%)
  442. brushsides 36/65536 288/524288 ( 0.1%)
  443. planes 36/65536 720/1310720 ( 0.1%)
  444. vertexes 29/65536 348/786432 ( 0.0%)
  445. nodes 17/65536 544/2097152 ( 0.0%)
  446. texinfos 3/12288 216/884736 ( 0.0%)
  447. texdata 1/2048 32/65536 ( 0.0%)
  448. dispinfos 0/0 0/0 ( 0.0%)
  449. disp_verts 0/0 0/0 ( 0.0%)
  450. disp_tris 0/0 0/0 ( 0.0%)
  451. disp_lmsamples 0/0 0/0 ( 0.0%)
  452. faces 10/65536 560/3670016 ( 0.0%)
  453. hdr faces 0/65536 0/3670016 ( 0.0%)
  454. origfaces 6/65536 336/3670016 ( 0.0%)
  455. leaves 19/65536 608/2097152 ( 0.0%)
  456. leaffaces 10/65536 20/131072 ( 0.0%)
  457. leafbrushes 10/65536 20/131072 ( 0.0%)
  458. areas 2/256 16/2048 ( 0.8%)
  459. surfedges 64/512000 256/2048000 ( 0.0%)
  460. edges 45/256000 180/1024000 ( 0.0%)
  461. LDR worldlights 2/8192 176/720896 ( 0.0%)
  462. HDR worldlights 0/8192 0/720896 ( 0.0%)
  463. leafwaterdata 0/32768 0/393216 ( 0.0%)
  464. waterstrips 0/32768 0/327680 ( 0.0%)
  465. waterverts 0/65536 0/786432 ( 0.0%)
  466. waterindices 0/65536 0/131072 ( 0.0%)
  467. cubemapsamples 0/1024 0/16384 ( 0.0%)
  468. overlays 0/512 0/180224 ( 0.0%)
  469. LDR lightdata [variable] 66888/0 ( 0.0%)
  470. HDR lightdata [variable] 0/0 ( 0.0%)
  471. visdata [variable] 24/16777216 ( 0.0%)
  472. entdata [variable] 648/393216 ( 0.2%)
  473. LDR ambient table 19/65536 76/262144 ( 0.0%)
  474. HDR ambient table 19/65536 76/262144 ( 0.0%)
  475. LDR leaf ambient 32/65536 896/1835008 ( 0.0%)
  476. HDR leaf ambient 19/65536 532/1835008 ( 0.0%)
  477. occluders 0/0 0/0 ( 0.0%)
  478. occluder polygons 0/0 0/0 ( 0.0%)
  479. occluder vert ind 0/0 0/0 ( 0.0%)
  480. detail props [variable] 1/12 ( 8.3%)
  481. static props [variable] 1/12 ( 8.3%)
  482. pakfile [variable] 105647/0 ( 0.0%)
  483. physics [variable] 2342/4194304 ( 0.1%)
  484. physics terrain [variable] 2/1048576 ( 0.0%)
  485. Level flags = 0
  486. Total triangle count: 20
  487. Writing c:\hammerautosave\Новая папка\DDDD.bsp
  488. 0 seconds elapsed
  489. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
  490. Loading c:\hammerautosave\новая папка\dddd.vmf
  491. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
  492. fixing up env_cubemap materials on brush sides...
  493. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  494. Building Faces...done (0)
  495. FixTjuncs...
  496. PruneNodes...
  497. WriteBSP...
  498. done (0)
  499. writing c:\hammerautosave\новая папка\dddd.prt...Building visibility clusters...
  500. done (0)
  501. Creating default LDR cubemaps for env_cubemap using skybox materials:
  502. skybox/sky_day01_01*.vmt
  503. ! Run buildcubemaps in the engine to get the correct cube maps.
  504. Creating default HDR cubemaps for env_cubemap using skybox materials:
  505. skybox/sky_day01_01*.vmt
  506. ! Run buildcubemaps in the engine to get the correct cube maps.
  507. Finding displacement neighbors...
  508. Finding lightmap sample positions...
  509. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  510. Building Physics collision data...
  511. done (0) (2342 bytes)
  512. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  513. Compacting texture/material tables...
  514. Reduced 3 texinfos to 3
  515. Reduced 1 texdatas to 1 (18 bytes to 18)
  516. Writing c:\hammerautosave\новая папка\dddd.bsp
  517. 0 seconds elapsed
  518. 12 threads
  519. reading c:\hammerautosave\новая папка\dddd.bsp
  520. reading c:\hammerautosave\новая папка\dddd.prt
  521. 2 portalclusters
  522. 1 numportals
  523. 0...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  524. Total clusters visible: 4
  525. Average clusters visible: 2
  526. Building PAS...
  527. Average clusters audible: 2
  528. visdatasize:24 compressed from 32
  529. writing c:\hammerautosave\новая папка\dddd.bsp
  530. 0 seconds elapsed
  531. Could not find lights.rad in lights.rad.
  532. Trying VRAD BIN directory instead...
  533. Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
  534. Loading c:\hammerautosave\новая папка\dddd.bsp
  535. 10 faces
  536. 6712 square feet [966656.00 square inches]
  537. 0 Displacements
  538. 0 Square Feet [0.00 Square Inches]
  539. 10 patches before subdivision
  540. 1014 patches after subdivision
  541. 2 direct lights
  542. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 87272, max 204
  543. transfer lists: 0.7 megs
  544. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(9827, 9405, 8072)
  545. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3765, 3448, 2540)
  546. Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
  547. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  548. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  549. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  550. Ready to Finish
  551. Object names Objects/Maxobjs Memory / Maxmem Fullness
  552. ------------ --------------- --------------- --------
  553. models 1/1024 48/49152 ( 0.1%)
  554. brushes 6/8192 72/98304 ( 0.1%)
  555. brushsides 36/65536 288/524288 ( 0.1%)
  556. planes 36/65536 720/1310720 ( 0.1%)
  557. vertexes 29/65536 348/786432 ( 0.0%)
  558. nodes 17/65536 544/2097152 ( 0.0%)
  559. texinfos 3/12288 216/884736 ( 0.0%)
  560. texdata 1/2048 32/65536 ( 0.0%)
  561. dispinfos 0/0 0/0 ( 0.0%)
  562. disp_verts 0/0 0/0 ( 0.0%)
  563. disp_tris 0/0 0/0 ( 0.0%)
  564. disp_lmsamples 0/0 0/0 ( 0.0%)
  565. faces 10/65536 560/3670016 ( 0.0%)
  566. hdr faces 0/65536 0/3670016 ( 0.0%)
  567. origfaces 6/65536 336/3670016 ( 0.0%)
  568. leaves 19/65536 608/2097152 ( 0.0%)
  569. leaffaces 10/65536 20/131072 ( 0.0%)
  570. leafbrushes 10/65536 20/131072 ( 0.0%)
  571. areas 2/256 16/2048 ( 0.8%)
  572. surfedges 64/512000 256/2048000 ( 0.0%)
  573. edges 45/256000 180/1024000 ( 0.0%)
  574. LDR worldlights 2/8192 176/720896 ( 0.0%)
  575. HDR worldlights 0/8192 0/720896 ( 0.0%)
  576. leafwaterdata 0/32768 0/393216 ( 0.0%)
  577. waterstrips 0/32768 0/327680 ( 0.0%)
  578. waterverts 0/65536 0/786432 ( 0.0%)
  579. waterindices 0/65536 0/131072 ( 0.0%)
  580. cubemapsamples 0/1024 0/16384 ( 0.0%)
  581. overlays 0/512 0/180224 ( 0.0%)
  582. LDR lightdata [variable] 66888/0 ( 0.0%)
  583. HDR lightdata [variable] 0/0 ( 0.0%)
  584. visdata [variable] 24/16777216 ( 0.0%)
  585. entdata [variable] 648/393216 ( 0.2%)
  586. LDR ambient table 19/65536 76/262144 ( 0.0%)
  587. HDR ambient table 19/65536 76/262144 ( 0.0%)
  588. LDR leaf ambient 32/65536 896/1835008 ( 0.0%)
  589. HDR leaf ambient 19/65536 532/1835008 ( 0.0%)
  590. occluders 0/0 0/0 ( 0.0%)
  591. occluder polygons 0/0 0/0 ( 0.0%)
  592. occluder vert ind 0/0 0/0 ( 0.0%)
  593. detail props [variable] 1/12 ( 8.3%)
  594. static props [variable] 1/12 ( 8.3%)
  595. pakfile [variable] 105647/0 ( 0.0%)
  596. physics [variable] 2342/4194304 ( 0.1%)
  597. physics terrain [variable] 2/1048576 ( 0.0%)
  598. Level flags = 0
  599. Total triangle count: 20
  600. Writing c:\hammerautosave\новая папка\dddd.bsp
  601. 0 seconds elapsed
  602. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
  603. Loading C:\HammerAutosave\Новая папка\DDDD.vmf
  604. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
  605. fixing up env_cubemap materials on brush sides...
  606. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  607. Building Faces...done (0)
  608. FixTjuncs...
  609. PruneNodes...
  610. WriteBSP...
  611. done (0)
  612. writing C:\HammerAutosave\Новая папка\DDDD.prt...Building visibility clusters...
  613. done (0)
  614. Creating default LDR cubemaps for env_cubemap using skybox materials:
  615. skybox/sky_day01_01*.vmt
  616. ! Run buildcubemaps in the engine to get the correct cube maps.
  617. Creating default HDR cubemaps for env_cubemap using skybox materials:
  618. skybox/sky_day01_01*.vmt
  619. ! Run buildcubemaps in the engine to get the correct cube maps.
  620. Finding displacement neighbors...
  621. Finding lightmap sample positions...
  622. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  623. Building Physics collision data...
  624. done (0) (2342 bytes)
  625. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  626. Compacting texture/material tables...
  627. Reduced 3 texinfos to 3
  628. Reduced 1 texdatas to 1 (18 bytes to 18)
  629. Writing C:\HammerAutosave\Новая папка\DDDD.bsp
  630. 0 seconds elapsed
  631. 12 threads
  632. reading c:\hammerautosave\Новая папка\DDDD.bsp
  633. reading c:\hammerautosave\Новая папка\DDDD.prt
  634. 2 portalclusters
  635. 1 numportals
  636. 0...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  637. Total clusters visible: 4
  638. Average clusters visible: 2
  639. Building PAS...
  640. Average clusters audible: 2
  641. visdatasize:24 compressed from 32
  642. writing c:\hammerautosave\Новая папка\DDDD.bsp
  643. 0 seconds elapsed
  644. Could not find lights.rad in lights.rad.
  645. Trying VRAD BIN directory instead...
  646. Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
  647. Loading c:\hammerautosave\Новая папка\DDDD.bsp
  648. 10 faces
  649. 6712 square feet [966656.00 square inches]
  650. 0 Displacements
  651. 0 Square Feet [0.00 Square Inches]
  652. 10 patches before subdivision
  653. 1014 patches after subdivision
  654. 2 direct lights
  655. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 87272, max 204
  656. transfer lists: 0.7 megs
  657. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(9823, 9401, 8069)
  658. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3763, 3447, 2539)
  659. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1429, 1253, 792)
  660. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(541, 454, 246)
  661. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(205, 164, 76)
  662. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(77, 59, 24)
  663. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(29, 21, 7)
  664. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(11, 8, 2)
  665. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(4, 3, 1)
  666. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
  667. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
  668. Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
  669. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  670. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  671. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  672. Ready to Finish
  673. Object names Objects/Maxobjs Memory / Maxmem Fullness
  674. ------------ --------------- --------------- --------
  675. models 1/1024 48/49152 ( 0.1%)
  676. brushes 6/8192 72/98304 ( 0.1%)
  677. brushsides 36/65536 288/524288 ( 0.1%)
  678. planes 36/65536 720/1310720 ( 0.1%)
  679. vertexes 29/65536 348/786432 ( 0.0%)
  680. nodes 17/65536 544/2097152 ( 0.0%)
  681. texinfos 3/12288 216/884736 ( 0.0%)
  682. texdata 1/2048 32/65536 ( 0.0%)
  683. dispinfos 0/0 0/0 ( 0.0%)
  684. disp_verts 0/0 0/0 ( 0.0%)
  685. disp_tris 0/0 0/0 ( 0.0%)
  686. disp_lmsamples 0/0 0/0 ( 0.0%)
  687. faces 10/65536 560/3670016 ( 0.0%)
  688. hdr faces 0/65536 0/3670016 ( 0.0%)
  689. origfaces 6/65536 336/3670016 ( 0.0%)
  690. leaves 19/65536 608/2097152 ( 0.0%)
  691. leaffaces 10/65536 20/131072 ( 0.0%)
  692. leafbrushes 10/65536 20/131072 ( 0.0%)
  693. areas 2/256 16/2048 ( 0.8%)
  694. surfedges 64/512000 256/2048000 ( 0.0%)
  695. edges 45/256000 180/1024000 ( 0.0%)
  696. LDR worldlights 2/8192 176/720896 ( 0.0%)
  697. HDR worldlights 0/8192 0/720896 ( 0.0%)
  698. leafwaterdata 0/32768 0/393216 ( 0.0%)
  699. waterstrips 0/32768 0/327680 ( 0.0%)
  700. waterverts 0/65536 0/786432 ( 0.0%)
  701. waterindices 0/65536 0/131072 ( 0.0%)
  702. cubemapsamples 0/1024 0/16384 ( 0.0%)
  703. overlays 0/512 0/180224 ( 0.0%)
  704. LDR lightdata [variable] 66888/0 ( 0.0%)
  705. HDR lightdata [variable] 0/0 ( 0.0%)
  706. visdata [variable] 24/16777216 ( 0.0%)
  707. entdata [variable] 648/393216 ( 0.2%)
  708. LDR ambient table 19/65536 76/262144 ( 0.0%)
  709. HDR ambient table 19/65536 76/262144 ( 0.0%)
  710. LDR leaf ambient 32/65536 896/1835008 ( 0.0%)
  711. HDR leaf ambient 19/65536 532/1835008 ( 0.0%)
  712. occluders 0/0 0/0 ( 0.0%)
  713. occluder polygons 0/0 0/0 ( 0.0%)
  714. occluder vert ind 0/0 0/0 ( 0.0%)
  715. detail props [variable] 1/12 ( 8.3%)
  716. static props [variable] 1/12 ( 8.3%)
  717. pakfile [variable] 105647/0 ( 0.0%)
  718. physics [variable] 2342/4194304 ( 0.1%)
  719. physics terrain [variable] 2/1048576 ( 0.0%)
  720. Level flags = 0
  721. Total triangle count: 20
  722. Writing c:\hammerautosave\Новая папка\DDDD.bsp
  723. 0 seconds elapsed
  724. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
  725. Loading C:\HammerAutosave\Новая папка\DDDD.vmf
  726. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
  727. fixing up env_cubemap materials on brush sides...
  728. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  729. Building Faces...done (0)
  730. FixTjuncs...
  731. PruneNodes...
  732. WriteBSP...
  733. done (0)
  734. writing C:\HammerAutosave\Новая папка\DDDD.prt...Building visibility clusters...
  735. done (0)
  736. Creating default LDR cubemaps for env_cubemap using skybox materials:
  737. skybox/sky_day01_01*.vmt
  738. ! Run buildcubemaps in the engine to get the correct cube maps.
  739. Creating default HDR cubemaps for env_cubemap using skybox materials:
  740. skybox/sky_day01_01*.vmt
  741. ! Run buildcubemaps in the engine to get the correct cube maps.
  742. Finding displacement neighbors...
  743. Finding lightmap sample positions...
  744. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  745. Building Physics collision data...
  746. done (0) (2342 bytes)
  747. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  748. Compacting texture/material tables...
  749. Reduced 3 texinfos to 3
  750. Reduced 1 texdatas to 1 (18 bytes to 18)
  751. Writing C:\HammerAutosave\Новая папка\DDDD.bsp
  752. 0 seconds elapsed
  753. 12 threads
  754. reading c:\hammerautosave\Новая папка\DDDD.bsp
  755. reading c:\hammerautosave\Новая папка\DDDD.prt
  756. 2 portalclusters
  757. 1 numportals
  758. 0...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  759. Total clusters visible: 4
  760. Average clusters visible: 2
  761. Building PAS...
  762. Average clusters audible: 2
  763. visdatasize:24 compressed from 32
  764. writing c:\hammerautosave\Новая папка\DDDD.bsp
  765. 0 seconds elapsed
  766. Could not find lights.rad in lights.rad.
  767. Trying VRAD BIN directory instead...
  768. Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
  769. Loading c:\hammerautosave\Новая папка\DDDD.bsp
  770. 10 faces
  771. 6712 square feet [966656.00 square inches]
  772. 0 Displacements
  773. 0 Square Feet [0.00 Square Inches]
  774. 10 patches before subdivision
  775. 1014 patches after subdivision
  776. 2 direct lights
  777. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 87272, max 204
  778. transfer lists: 0.7 megs
  779. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(9823, 9401, 8069)
  780. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3763, 3447, 2539)
  781. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1429, 1253, 792)
  782. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(541, 454, 246)
  783. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(205, 164, 76)
  784. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(77, 59, 24)
  785. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(29, 21, 7)
  786. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(11, 8, 2)
  787. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(4, 3, 1)
  788. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
  789. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
  790. Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
  791. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  792. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  793. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  794. Ready to Finish
  795. Object names Objects/Maxobjs Memory / Maxmem Fullness
  796. ------------ --------------- --------------- --------
  797. models 1/1024 48/49152 ( 0.1%)
  798. brushes 6/8192 72/98304 ( 0.1%)
  799. brushsides 36/65536 288/524288 ( 0.1%)
  800. planes 36/65536 720/1310720 ( 0.1%)
  801. vertexes 29/65536 348/786432 ( 0.0%)
  802. nodes 17/65536 544/2097152 ( 0.0%)
  803. texinfos 3/12288 216/884736 ( 0.0%)
  804. texdata 1/2048 32/65536 ( 0.0%)
  805. dispinfos 0/0 0/0 ( 0.0%)
  806. disp_verts 0/0 0/0 ( 0.0%)
  807. disp_tris 0/0 0/0 ( 0.0%)
  808. disp_lmsamples 0/0 0/0 ( 0.0%)
  809. faces 10/65536 560/3670016 ( 0.0%)
  810. hdr faces 0/65536 0/3670016 ( 0.0%)
  811. origfaces 6/65536 336/3670016 ( 0.0%)
  812. leaves 19/65536 608/2097152 ( 0.0%)
  813. leaffaces 10/65536 20/131072 ( 0.0%)
  814. leafbrushes 10/65536 20/131072 ( 0.0%)
  815. areas 2/256 16/2048 ( 0.8%)
  816. surfedges 64/512000 256/2048000 ( 0.0%)
  817. edges 45/256000 180/1024000 ( 0.0%)
  818. LDR worldlights 2/8192 176/720896 ( 0.0%)
  819. HDR worldlights 0/8192 0/720896 ( 0.0%)
  820. leafwaterdata 0/32768 0/393216 ( 0.0%)
  821. waterstrips 0/32768 0/327680 ( 0.0%)
  822. waterverts 0/65536 0/786432 ( 0.0%)
  823. waterindices 0/65536 0/131072 ( 0.0%)
  824. cubemapsamples 0/1024 0/16384 ( 0.0%)
  825. overlays 0/512 0/180224 ( 0.0%)
  826. LDR lightdata [variable] 66888/0 ( 0.0%)
  827. HDR lightdata [variable] 0/0 ( 0.0%)
  828. visdata [variable] 24/16777216 ( 0.0%)
  829. entdata [variable] 648/393216 ( 0.2%)
  830. LDR ambient table 19/65536 76/262144 ( 0.0%)
  831. HDR ambient table 19/65536 76/262144 ( 0.0%)
  832. LDR leaf ambient 32/65536 896/1835008 ( 0.0%)
  833. HDR leaf ambient 19/65536 532/1835008 ( 0.0%)
  834. occluders 0/0 0/0 ( 0.0%)
  835. occluder polygons 0/0 0/0 ( 0.0%)
  836. occluder vert ind 0/0 0/0 ( 0.0%)
  837. detail props [variable] 1/12 ( 8.3%)
  838. static props [variable] 1/12 ( 8.3%)
  839. pakfile [variable] 105647/0 ( 0.0%)
  840. physics [variable] 2342/4194304 ( 0.1%)
  841. physics terrain [variable] 2/1048576 ( 0.0%)
  842. Level flags = 0
  843. Total triangle count: 20
  844. Writing c:\hammerautosave\Новая папка\DDDD.bsp
  845. 0 seconds elapsed
  846. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
  847. Loading C:\HammerAutosave\Новая папка\DDDD.vmf
  848. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
  849. fixing up env_cubemap materials on brush sides...
  850. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
  851. Building Faces...done (0)
  852. FixTjuncs...
  853. PruneNodes...
  854. WriteBSP...
  855. done (0)
  856. writing C:\HammerAutosave\Новая папка\DDDD.prt...Building visibility clusters...
  857. done (0)
  858. Creating default LDR cubemaps for env_cubemap using skybox materials:
  859. skybox/sky_day01_01*.vmt
  860. ! Run buildcubemaps in the engine to get the correct cube maps.
  861. Creating default HDR cubemaps for env_cubemap using skybox materials:
  862. skybox/sky_day01_01*.vmt
  863. ! Run buildcubemaps in the engine to get the correct cube maps.
  864. Finding displacement neighbors...
  865. Finding lightmap sample positions...
  866. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  867. Building Physics collision data...
  868. done (0) (2342 bytes)
  869. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  870. Compacting texture/material tables...
  871. Reduced 3 texinfos to 3
  872. Reduced 1 texdatas to 1 (18 bytes to 18)
  873. Writing C:\HammerAutosave\Новая папка\DDDD.bsp
  874. 0 seconds elapsed
  875. 12 threads
  876. reading c:\hammerautosave\Новая папка\DDDD.bsp
  877. reading c:\hammerautosave\Новая папка\DDDD.prt
  878. 2 portalclusters
  879. 1 numportals
  880. 0...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
  881. Total clusters visible: 4
  882. Average clusters visible: 2
  883. Building PAS...
  884. Average clusters audible: 2
  885. visdatasize:24 compressed from 32
  886. writing c:\hammerautosave\Новая папка\DDDD.bsp
  887. 0 seconds elapsed
  888. Could not find lights.rad in lights.rad.
  889. Trying VRAD BIN directory instead...
  890. Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
  891. Loading c:\hammerautosave\Новая папка\DDDD.bsp
  892. 10 faces
  893. 6712 square feet [966656.00 square inches]
  894. 0 Displacements
  895. 0 Square Feet [0.00 Square Inches]
  896. 10 patches before subdivision
  897. 1014 patches after subdivision
  898. 2 direct lights
  899. 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 87272, max 204
  900. transfer lists: 0.7 megs
  901. 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(9823, 9401, 8069)
  902. 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3763, 3447, 2539)
  903. 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1429, 1253, 792)
  904. 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(541, 454, 246)
  905. 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(205, 164, 76)
  906. 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(77, 59, 24)
  907. 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(29, 21, 7)
  908. 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(11, 8, 2)
  909. 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(4, 3, 1)
  910. 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
  911. 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
  912. Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
  913. 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
  914. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  915. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
  916. Ready to Finish
  917. Object names Objects/Maxobjs Memory / Maxmem Fullness
  918. ------------ --------------- --------------- --------
  919. models 1/1024 48/49152 ( 0.1%)
  920. brushes 6/8192 72/98304 ( 0.1%)
  921. brushsides 36/65536 288/524288 ( 0.1%)
  922. planes 36/65536 720/1310720 ( 0.1%)
  923. vertexes 29/65536 348/786432 ( 0.0%)
  924. nodes 17/65536 544/2097152 ( 0.0%)
  925. texinfos 3/12288 216/884736 ( 0.0%)
  926. texdata 1/2048 32/65536 ( 0.0%)
  927. dispinfos 0/0 0/0 ( 0.0%)
  928. disp_verts 0/0 0/0 ( 0.0%)
  929. disp_tris 0/0 0/0 ( 0.0%)
  930. disp_lmsamples 0/0 0/0 ( 0.0%)
  931. faces 10/65536 560/3670016 ( 0.0%)
  932. hdr faces 0/65536 0/3670016 ( 0.0%)
  933. origfaces 6/65536 336/3670016 ( 0.0%)
  934. leaves 19/65536 608/2097152 ( 0.0%)
  935. leaffaces 10/65536 20/131072 ( 0.0%)
  936. leafbrushes 10/65536 20/131072 ( 0.0%)
  937. areas 2/256 16/2048 ( 0.8%)
  938. surfedges 64/512000 256/2048000 ( 0.0%)
  939. edges 45/256000 180/1024000 ( 0.0%)
  940. LDR worldlights 2/8192 176/720896 ( 0.0%)
  941. HDR worldlights 0/8192 0/720896 ( 0.0%)
  942. leafwaterdata 0/32768 0/393216 ( 0.0%)
  943. waterstrips 0/32768 0/327680 ( 0.0%)
  944. waterverts 0/65536 0/786432 ( 0.0%)
  945. waterindices 0/65536 0/131072 ( 0.0%)
  946. cubemapsamples 0/1024 0/16384 ( 0.0%)
  947. overlays 0/512 0/180224 ( 0.0%)
  948. LDR lightdata [variable] 66888/0 ( 0.0%)
  949. HDR lightdata [variable] 0/0 ( 0.0%)
  950. visdata [variable] 24/16777216 ( 0.0%)
  951. entdata [variable] 648/393216 ( 0.2%)
  952. LDR ambient table 19/65536 76/262144 ( 0.0%)
  953. HDR ambient table 19/65536 76/262144 ( 0.0%)
  954. LDR leaf ambient 32/65536 896/1835008 ( 0.0%)
  955. HDR leaf ambient 19/65536 532/1835008 ( 0.0%)
  956. occluders 0/0 0/0 ( 0.0%)
  957. occluder polygons 0/0 0/0 ( 0.0%)
  958. occluder vert ind 0/0 0/0 ( 0.0%)
  959. detail props [variable] 1/12 ( 8.3%)
  960. static props [variable] 1/12 ( 8.3%)
  961. pakfile [variable] 105647/0 ( 0.0%)
  962. physics [variable] 2342/4194304 ( 0.1%)
  963. physics terrain [variable] 2/1048576 ( 0.0%)
  964. Level flags = 0
  965. Total triangle count: 20
  966. Writing c:\hammerautosave\Новая папка\DDDD.bsp
  967. 0 seconds elapsed

Обнаруженные ошибки

Could not find lights.rad in lights.rad

Несущественная ошибка. VRAD не может найти файл lights.rad (файл, в котором описаны текстуры, способные излучать свет). Возможно, этот файл находится не в той папке. Найдите его и поместите в папку с компиляторами

Если Вам понравилась эта страница, Вы можете разместить где-нибудь ссылку на неё:
 
 
 
 
 
 
Здравствуйте, Гость


РегистрацияВход
 
 
 
 
 
 
10 месяцев назад
Профиль пользователя Legioner76
привет
10 месяцев назад
Профиль пользователя Deimost
Привет
10 месяцев назад
Профиль пользователя IFlapper
Всем привет
Год назад
Профиль пользователя pup0kplay007
Ребят подскажите консольнbIе командbI, которbIе уменьшают тряску при стрельбе, по типу cl_pitchpeed (уменьшает разброс)
2 года назад
Профиль пользователя Aezakmi
Народ. подскажите как струю воды вверх сделать, для фонтана надо
2 года назад
Профиль пользователя CobuLight
Даже экспериментировать необязательно, можно расчитать исходный вид, и от него указать градус
2 года назад
Профиль пользователя lolmanlol
Samdog, поэкперементируй с Texture scale и Texture shift в покраске текстур
2 года назад
Профиль пользователя Samdog
Что делать если майнкрафт текстуры в 2 раза больше и некоторые блоки перевернуты
?
2 года назад
Профиль пользователя lolmanlol
задам прямо сюда, можно ли определить скорость игрока в определённой области (тригере)? если да, то как?
2 года назад
Профиль пользователя lolmanlol
где здесь можно задать вопрос по маппингу?
2 года назад
Профиль пользователя lolmanlol
да, инфы дофига, что не может не радовать)
2 года назад
Профиль пользователя Aezakmi
Фига тут инфы куча :mrgreen:
2 года 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
3 года назад
Профиль пользователя CobuLight
Или даже по возможности ответят
3 года назад
Профиль пользователя lolmanlol
Просто лучший русскоязычный сайт по маппингу который только существует! Если что-то ищешь, всегда находишь находишь то, что нужно!
3 года назад
Профиль пользователя IFlapper
Map - entity report
3 года назад
Профиль пользователя dONkaban
Можно ли как-нибудь глянуть список всех энтити которые присутствуют на карте?
3 года назад
Профиль пользователя Аристотель
:ugeek:
4 года назад
Профиль пользователя CobuLight
Barney, Вот краткий гайд на цикл https://prnt.sc/tw3ed9
4 года назад
Профиль пользователя Barney
Кто знает как сделать сирену(цикл)? :?:
4 года назад
Профиль пользователя jiggly
:!:
4 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
4 года назад
Профиль пользователя CobuLight
На этот случай в хаммере есть поисковик по брашам, ты можешь узнать где находится этот браш и удалить его
4 года назад
Профиль пользователя CobuLight
Я не пользуюсь дискордом, только стим
4 года назад
Профиль пользователя loeskee
CobuLight, дай свой дискорд
4 года назад
Профиль пользователя loeskee
CobuLight, посмотри мой лог
4 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)
4 года назад
Профиль пользователя CobuLight
И скорее всего из-за расстояния тоже, но здесь я не хочу тыкать пальцем в небо, я не помню
4 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
4 года назад
Профиль пользователя loeskee
у меня funl_detail много брашей на большем растоянии
4 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_
4 года назад
Профиль пользователя SpacetimeJunglist92
4)Есть какая-то проблема с ареапорталами, ликами и т.д.
4 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
4 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
4 года назад
Профиль пользователя loeskee
SpacetimeJunglist92, мой дискорд loeskee#6984
если сможешь помочь напиши
4 года назад
Профиль пользователя loeskee
SpacetimeJunglist92, The map overflows the max portal count (43965 of max 32768)!
4 года назад
Профиль пользователя loeskee
SpacetimeJunglist92, в основном нарушение лимитов по брашам, но когда делаю в func_detail,также пишет что привеш лимит.
4 года назад
Профиль пользователя SpacetimeJunglist92
loeskee, что за ошибки?
4 года назад
Профиль пользователя loeskee
Есть, кто живой? можете помочь с картой, а точнее с ошибками?
4 года назад
Профиль пользователя CobuLight
Гляну как буду свободен
4 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
4 года назад
Профиль пользователя Nubuhu
Через часик попробую загрузить карту в мастерскую (удалил)
4 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.
4 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.
4 года назад
Профиль пользователя Nubuhu
Мой вопрос еще актуален
4 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!