Вернуться к главной странице проверки
Проверенный лог
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- Running command:
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- cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin"
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- Running command:
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- "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\zm_GrassZombies_DT.vmf"
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- Valve Software - vbsp.exe (Jun 23 2021)
- 12 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
- Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\zm_GrassZombies_DT.vmf
- Brush 34756, Side 5: duplicate plane
- Brush 39626, Side 5: duplicate plane
- Brush 39611, Side 5: duplicate plane
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ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\custom\battlefield 3 ak-74m\gameinfo.txt
- fixing up env_cubemap materials on brush sides...
- 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 330 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\zm_GrassZombies_DT.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_01*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- done (0) (168199 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 414 texinfos to 301
- Reduced 46 texdatas to 40 (1405 bytes to 1114)
- Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\zm_GrassZombies_DT.bsp
- Wrote ZIP buffer, estimated size 214150, actual size 212998
- 1 second elapsed
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- Running command:
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- cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin"
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- -------------------------------------------------------------------------------
- Running command:
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- "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\zm_GrassZombies_DT"
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- Valve Software - vvis.exe (Jun 23 2021)
- fastvis = true
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12 threads
- reading c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\zm_GrassZombies_DT.bsp
- reading c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\zm_GrassZombies_DT.prt
- 491 portalclusters
- 1674 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Optimized: 14887 visible clusters (8.50%)
- Total clusters visible: 175210
- Average clusters visible: 356
- Building PAS...
- Average clusters audible: 477
- visdatasize:63254 compressed from 62848
- writing c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\zm_GrassZombies_DT.bsp
- 0 seconds elapsed
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- Running command:
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- cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin"
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- -------------------------------------------------------------------------------
- Running command:
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- "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\zm_GrassZombies_DT"
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- Valve Software - vrad.exe SSE (Jun 23 2021)
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- Valve Radiosity Simulator
- 12 threads
- [Reading texlights from 'lights.rad']
- [2 texlights parsed from 'lights.rad']
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- Loading c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\zm_GrassZombies_DT.bsp
- Setting up ray-trace acceleration structure... Done (0.05 seconds)
- 2431 faces
- 659377 square feet [94950368.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 2431 patches before subdivision
- 40759 patches after subdivision
- sun extent from map=0.000000
- 108 direct lights
- BuildFacelights: 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
- no samples 1442
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6...7...8...9...10 (3)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
- transfers 2692186, max 622
- transfer lists: 20.5 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(43424, 34495, 23003)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(5271, 3014, 2028)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(952, 489, 328)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(205, 110, 73)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(50, 30, 19)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(13, 9, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(4, 3, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(1, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0082 sec>
- FinalLightFace: 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
- 6 warning - face vectors parallel to face normal. bad lighting will be produced
- .SampleRadial: Punting, Waiting for fix
- ..7...8...9...10 (1)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Writing leaf ambient...done
- Ready to Finish
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- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 60/1024 2880/49152 ( 5.9%)
- brushes 439/8192 5268/98304 ( 5.4%)
- brushsides 2765/65536 22120/524288 ( 4.2%)
- planes 2548/65536 50960/1310720 ( 3.9%)
- vertexes 4372/65536 52464/786432 ( 6.7%)
- nodes 1164/65536 37248/2097152 ( 1.8%)
- texinfos 301/12288 21672/884736 ( 2.4%)
- texdata 40/2048 1280/65536 ( 2.0%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 2431/65536 136136/3670016 ( 3.7%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 1487/65536 83272/3670016 ( 2.3%)
- leaves 1225/65536 39200/2097152 ( 1.9%)
- leaffaces 4145/65536 8290/131072 ( 6.3%)
- leafbrushes 1233/65536 2466/131072 ( 1.9%)
- areas 3/256 24/2048 ( 1.2%)
- surfedges 18112/512000 72448/2048000 ( 3.5%)
- edges 10782/256000 43128/1024000 ( 4.2%)
- LDR worldlights 108/8192 9504/720896 ( 1.3%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 2/32768 24/393216 ( 0.0%)
- waterstrips 364/32768 3640/327680 ( 1.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 5991/65536 11982/131072 ( 9.1%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 1/512 352/180224 ( 0.2%)
- LDR lightdata [variable] 3757924/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 63254/16777216 ( 0.4%)
- entdata [variable] 177358/393216 (45.1%)
- LDR ambient table 1225/65536 4900/262144 ( 1.9%)
- HDR ambient table 1225/65536 4900/262144 ( 1.9%)
- LDR leaf ambient 3631/65536 101668/1835008 ( 5.5%)
- HDR leaf ambient 1225/65536 34300/1835008 ( 1.9%)
- 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] 1/12 ( 8.3%)
- pakfile [variable] 212998/0 ( 0.0%)
- physics [variable] 168199/4194304 ( 4.0%)
- physics terrain [variable] 2/1048576 ( 0.0%)
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- Level flags = 0
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- Total triangle count: 7303
- Writing c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\zm_GrassZombies_DT.bsp
- 7 seconds elapsed
- Valve Software - vrad.exe SSE (Jun 23 2021)
-
- Valve Radiosity Simulator
- 12 threads
- [Reading texlights from 'lights.rad']
- [2 texlights parsed from 'lights.rad']
-
- Loading c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\zm_GrassZombies_DT.bsp
- Setting up ray-trace acceleration structure... Done (0.05 seconds)
- 2431 faces
- 659377 square feet [94950368.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 2431 patches before subdivision
- 40759 patches after subdivision
- sun extent from map=0.000000
- 108 direct lights
- BuildFacelights: 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
- 6no samples 1442
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...7...8...9...10 (3)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
- transfers 2692186, max 622
- transfer lists: 20.5 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(43394, 34479, 22994)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(5268, 3014, 2028)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(951, 489, 328)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(205, 110, 73)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(50, 30, 19)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(13, 9, 5)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(4, 3, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(1, 1, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0083 sec>
- FinalLightFace: 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
- 6 warning - face vectors parallel to face normal. bad lighting will be produced
- SampleRadial: Punting, Waiting for fix
- ...7...8...9...10 (1)
- FinalLightFace Done
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Writing leaf ambient...done
- Ready to Finish
-
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 60/1024 2880/49152 ( 5.9%)
- brushes 439/8192 5268/98304 ( 5.4%)
- brushsides 2765/65536 22120/524288 ( 4.2%)
- planes 2548/65536 50960/1310720 ( 3.9%)
- vertexes 4372/65536 52464/786432 ( 6.7%)
- nodes 1164/65536 37248/2097152 ( 1.8%)
- texinfos 301/12288 21672/884736 ( 2.4%)
- texdata 40/2048 1280/65536 ( 2.0%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 2431/65536 136136/3670016 ( 3.7%)
- hdr faces 2431/65536 136136/3670016 ( 3.7%)
- origfaces 1487/65536 83272/3670016 ( 2.3%)
- leaves 1225/65536 39200/2097152 ( 1.9%)
- leaffaces 4145/65536 8290/131072 ( 6.3%)
- leafbrushes 1233/65536 2466/131072 ( 1.9%)
- areas 3/256 24/2048 ( 1.2%)
- surfedges 18112/512000 72448/2048000 ( 3.5%)
- edges 10782/256000 43128/1024000 ( 4.2%)
- LDR worldlights 108/8192 9504/720896 ( 1.3%)
- HDR worldlights 108/8192 9504/720896 ( 1.3%)
- leafwaterdata 2/32768 24/393216 ( 0.0%)
- waterstrips 364/32768 3640/327680 ( 1.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 5991/65536 11982/131072 ( 9.1%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 1/512 352/180224 ( 0.2%)
- LDR lightdata [variable] 3757924/0 ( 0.0%)
- HDR lightdata [variable] 3757924/0 ( 0.0%)
- visdata [variable] 63254/16777216 ( 0.4%)
- entdata [variable] 177358/393216 (45.1%)
- LDR ambient table 1225/65536 4900/262144 ( 1.9%)
- HDR ambient table 1225/65536 4900/262144 ( 1.9%)
- LDR leaf ambient 3631/65536 101668/1835008 ( 5.5%)
- HDR leaf ambient 3631/65536 101668/1835008 ( 5.5%)
- 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] 1/12 ( 8.3%)
- pakfile [variable] 212998/0 ( 0.0%)
- physics [variable] 168199/4194304 ( 4.0%)
- physics terrain
-
Обнаруженные ошибки
no samples
Одна из сторон какого-то объекта имеет слишком сложную форму, чтобы VRAD мог просчитать её освещение. В результате освещение этой стороны будет выглядеть некорректно. Удалите или пересоздайте объект со сложной стороной
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
brush [Номер], side [Номер]: duplicate plane
Две стороны одного и того же браша находятся в одной плоскости (т.е. совпадают). Для исправления ошибки нужно объединить стороны или создать браш заново. Игнорирование ошибки не повлияет на процесс компиляции, но браш с данной ошибкой не появится в игре или будет отображаться неправильно
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