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Проверенный лог
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- ** Executing...
- ** Command: "G:\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
- ** Parameters: -game "G:\Steam\steamapps\common\GarrysMod\garrysmod" "E:\Gmod maps\rp_RST_New_Bakhmut_snow.vmf"
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- 12 threads
- materialPath: G:\Steam\steamapps\common\GarrysMod\garrysmod\materials
- Loading E:\Gmod maps\rp_RST_New_Bakhmut_snow.vmf
- material "brick/brickwall038a" not found.
- Material not found!: BRICK/BRICKWALL038A
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material "maps/- textured/metal/metaldoor046a_-2342_1096_117" not found.
- Material not found!: MAPS/- TEXTURED/METAL/METALDOOR046A_-2342_1096_117
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Patching WVT material: maps/rp_rst_new_bakhmut_snow/blend/blend_conf_dirtgrass_wvt_patch
- Patching WVT material: maps/rp_rst_new_bakhmut_snow/neonoid/blend_snow_dirty_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9.
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- DRASTIC MEMORY OVERFLOW: Fell out of small block heap!
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- ..10 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 60 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (1)
- writing E:\Gmod maps\rp_RST_New_Bakhmut_snow.prt...
- Building visibility clusters...
- done (0)
- material "skybox/sky_day02_10_hdruprt" not found.
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Can't load skybox file skybox/sky_day02_10_hdrup to build the default cubemap!
- Can't load skybox file skybox/sky_day02_10_hdrup to build the default cubemap!
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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 (2) (881828 bytes)
- Error! To use model "models/props_combine/breenchair.mdl"
- with prop_static, it must be compiled with $staticprop!
- Error loading studio model STATIC "models/props_combine/breenchair.mdl"!
- Error! To use model "models/props_lab/citizenradio.mdl"
- with prop_static, it must be compiled with $staticprop!
- Error loading studio model STATIC "models/props_lab/citizenradio.mdl"!
- Error! To use model "models/nova/chair_wood01.mdl"
- with prop_static, it must be compiled with $staticprop!
- Error loading studio model STATIC "models/nova/chair_wood01.mdl"!
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 4841 texinfos to 3180
- Reduced 91 texdatas to 85 (3388 bytes to 3243)
- Writing E:\Gmod maps\rp_RST_New_Bakhmut_snow.bsp
- 8 seconds elapsed
- 0.545780 -3.338521 0.000000
- 1.497155 -4.330439 0.000000
- 2.614771 -1.621641 0.000000
- 2.614771 -1.621641 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
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Valve Software - vbsp.exe (Jan 23 2025) - Garry's Mod Edition
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- ** Executing...
- ** Command: "G:\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
- ** Parameters: -game "G:\Steam\steamapps\common\GarrysMod\garrysmod" -fast "E:\Gmod maps\rp_RST_New_Bakhmut_snow"
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- Valve Software - vvis.exe (Jan 23 2025) - Garry's Mod Edition
- fastvis = true
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12 threads
- reading e:\gmod maps\rp_RST_New_Bakhmut_snow.bsp
- reading e:\gmod maps\rp_RST_New_Bakhmut_snow.prt
- 6131 portalclusters
- 17349 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
- Optimized: 788342 visible clusters (5.88%)
- Total clusters visible: 13404681
- Average clusters visible: 2186
- Building PAS...
- Average clusters audible: 5234
- visdatasize:6286968 compressed from 9417216
- writing e:\gmod maps\rp_RST_New_Bakhmut_snow.bsp
- 3 seconds elapsed
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- ** Executing...
- ** Command: "G:\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
- ** Parameters: -game "G:\Steam\steamapps\common\GarrysMod\garrysmod" "E:\Gmod maps\rp_RST_New_Bakhmut_snow"
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- Valve Software - vrad.exe SSE (Jan 23 2025) - Garry's Mod Edition
- Valve Radiosity Simulator
- Compiling Standard Dynamic Range (SDR) lighting
- 12 threads
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
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- Loading e:\gmod maps\rp_RST_New_Bakhmut_snow.bsp
- PREP OK
- Warning! Invalid model version 49 for "models/props/cs_militia/bunkbed2.mdl" (48 expected)
- Warning! Invalid model version 49 for "models/props/cs_militia/bunkbed.mdl" (48 expected)
- Warning! Invalid model version 49 for "models/props/de_cbble/pine_a/pine_low_b.mdl" (48 expected)
- Warning! Invalid model version 49 for "models/props_wasteland/controlroom_desk001a.mdl" (48 expected)
- Setting up ray-trace acceleration structure... Done (6.64 seconds)
- 20834 faces
- 21636116 square feet [3115600640.00 square inches]
- 680 Displacements
- 5104311 Square Feet [735020800.00 Square Inches]
- 20834 patches before subdivision
- 536178 patches after subdivision
- 131 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (48)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (58)
- transfers 33612793, max 2950
- transfer lists: 256.4 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(852699, 952541, 1097138)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(148165, 162270, 156611)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(36678, 40986, 34139)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(10104, 11740, 8869)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(2896, 3501, 2416)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(843, 1061, 675)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(247, 324, 190)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(73, 100, 54)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(22, 31, 15)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(7, 10, 4)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(2, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(1, 1, 0)
- Build Patch/Sample Hash Table(s).....Done<0.5219 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (14)
- FinalLightFace Done
- Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
- 0 of 0 (0% of) surface lights went in leaf ambient cubes.
- ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (17)
- Writing leaf ambient...done
- Ready to Finish
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- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 5/4096 240/196608 ( 0.1%)
- brushes 2430/16384 29160/196608 (14.8%)
- brushsides 15742/163840 125936/1310720 ( 9.6%)
- planes 6556/65536 131120/1310720 (10.0%)
- vertexes 32955/65536 395460/786432 (50.3%)
- nodes 11907/65536 381024/2097152 (18.2%)
- texinfos 3180/16384 228960/1179648 (19.4%)
- texdata 85/8192 2720/262144 ( 1.0%)
- dispinfos 680/0 119680/0 ( 0.0%)
- disp_verts 55080/0 1101600/0 ( 0.0%)
- disp_tris 87040/0 174080/0 ( 0.0%)
- disp_lmsamples 11816224/0 11816224/0 ( 0.0%)
- faces 20834/65536 1166704/3670016 (31.8%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 8065/65536 451640/3670016 (12.3%)
- leaves 11913/65536 381216/2097152 (18.2%)
- leaffaces 22550/65536 45100/131072 (34.4%)
- leafbrushes 8102/65536 16204/131072 (12.4%)
- areas 2/1024 16/8192 ( 0.2%)
- surfedges 131307/512000 525228/2048000 (25.6%)
- edges 77528/256000 310112/1024000 (30.3%)
- LDR worldlights 131/8192 11528/720896 ( 1.6%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 2451/32768 24510/327680 ( 7.5%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 38682/65536 77364/131072 (59.0%)
- cubemapsamples 0/1024 0/16384 ( 0.0%)
- overlays 0/8192 0/2883584 ( 0.0%)
- LDR lightdata [variable] 63792724/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 6286968/16777216 (37.5%)
- entdata [variable] 83528/393216 (21.2%)
- LDR ambient table 11913/65536 47652/262144 (18.2%)
- HDR ambient table 11913/65536 47652/262144 (18.2%)
- LDR leaf ambient 48168/65536 1348704/1835008 (73.5%)
- HDR leaf ambient 11913/65536 333564/1835008 (18.2%)
- 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] 1/131004 ( 0.0%)
- dtl prp lght [variable] 1/4 (25.0%)
- HDR dtl prp lght [variable] 1/4 (25.0%)
- static props [variable] 1/207164 ( 0.0%)
- pakfile [variable] 850/0 ( 0.0%)
- physics [variable] 881828/4194304 (21.0%)
- physics terrain [variable] 205316/1048576 (19.6%)
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- Level flags = 0
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- Total triangle count: 57338
- Writing e:\gmod maps\rp_RST_New_Bakhmut_snow.bsp
- 2 minutes, 28 seconds elapsed
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- ** Executing...
- ** Command: Copy File
- ** Parameters: "E:\Gmod maps\rp_RST_New_Bakhmut_snow.bsp" "G:\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_RST_New_Bakhmut_snow.bsp"
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- ** Executing...
- ** Command: "G:\Steam\steamapps\common\GarrysMod\hl2.exe"
- ** Parameters: -game "G:\Steam\steamapps\common\GarrysMod\garrysmod" +map "rp_RST_New_Bakhmut_snow" -steam
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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
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
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
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