Вернуться к главной странице проверки
Проверенный лог
-
-
- ** Executing...
- ** Command: "F:\commaps\Ultimate SSDK NEW\SourceSDK\bin\ep1\bin\vbsp.exe"
- ** Parameters: -game "F:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike" "F:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemitobhod\partners\de_hive\de_hive_csgo_cssold"
-
- Valve Software - vbsp.exe (Dec 11 2006)
- 16 threads
- materialPath: F:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\materials
- Loading F:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemitobhod\partners\de_hive\de_hive_csgo_cssold.vmf
- 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...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
-
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 952 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing F:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemitobhod\partners\de_hive\de_hive_csgo_cssold.prt...done (0)
- Creating default cubemaps for env_cubemap using skybox materials:
- skybox/sky_csgo_cloudy01*.vmt
- Run buildcubemaps in the engine to get the correct cube maps.
-
- No such variable "$hdrbasetexture" for material "skybox/sky_csgo_cloudy01rt"
-
Can't load skybox file skybox/sky_csgo_cloudy01 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 (0) (1019305 bytes)
- Error loading studio model "models/props/de_venice/venice_power_box/venice_power_box.mdl"!
- Error loading studio model "models/props/hr_massive/survival_plywood/survival_plywood_02.mdl"!
- Error loading studio model "models/props/coop_kashbah/sick_bed/instrument_table.mdl"!
-
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 2979 texinfos to 2004
- Reduced 83 texdatas to 80 (2715 bytes to 2628)
- Writing F:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemitobhod\partners\de_hive\de_hive_csgo_cssold.bsp
- 16 seconds elapsed
- -0.355600 1.806270 0.000000
- -0.000000 1.806270 0.000000
- -0.320731 1.244180 0.000000
- -0.034870 1.806270 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
-
- ** Executing...
- ** Command: "F:\commaps\Ultimate SSDK NEW\SourceSDK\bin\ep1\bin\vvis.exe"
- ** Parameters: -game "F:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike" -fast "F:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemitobhod\partners\de_hive\de_hive_csgo_cssold"
-
- Valve Software - vvis.exe (Nov 8 2007)
- fastvis = true
-
16 threads
- reading f:\commaps\ultimate ssdk new\source engine 2006\cstrike\maps\1lemitobhod\partners\de_hive\de_hive_csgo_cssold.bsp
- reading f:\commaps\ultimate ssdk new\source engine 2006\cstrike\maps\1lemitobhod\partners\de_hive\de_hive_csgo_cssold.prt
- 1063 portalclusters
- 2267 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Optimized: 46267 visible clusters (0.00%)
- Total clusters visible: 543090
- Average clusters visible: 510
- Building PAS...
- Average clusters audible: 1034
- visdatasize:267079 compressed from 289136
- writing f:\commaps\ultimate ssdk new\source engine 2006\cstrike\maps\1lemitobhod\partners\de_hive\de_hive_csgo_cssold.bsp
- 0 seconds elapsed
-
- ** Executing...
- ** Command: "F:\commaps\Ultimate SSDK NEW\SourceSDK\bin\ep1\bin\vrad.exe"
- ** Parameters: -game "F:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike" -noextra "F:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemitobhod\partners\de_hive\de_hive_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 f:\commaps\ultimate ssdk new\source engine 2006\cstrike\maps\1lemitobhod\partners\de_hive\de_hive_csgo_cssold.bsp
- 5861 faces
- 2 degenerate faces
-
1465245 square feet [210995344.00 square inches]
- 74 displacements
- 256282 square feet [36904628.00 square inches]
- 5859 patches before subdivision
- 91344 patches after subdivision
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 55.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 25.000000 but no zero_percent_distance
- light has _fifty_percent_distance of 25.000000 but no zero_percent_distance
- 277 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
- transfers 14743342, max 1107
- transfer lists: 112.5 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #1 added RGB(250475, 228471, 205216)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(40851, 34585, 26132)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(6470, 4943, 3472)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(1476, 925, 518)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(292, 146, 75)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(82, 30, 12)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #7 added RGB(20, 5, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(6, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0365 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
- 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 123/1024 5904/49152 (12.0%)
- brushes 2802/8192 33624/98304 (34.2%)
- brushsides 22278/65536 178224/524288 (34.0%)
- planes 10786/65536 215720/1310720 (16.5%)
- vertexes 13966/65536 167592/786432 (21.3%)
- nodes 3990/65536 127680/2097152 ( 6.1%)
- texinfos 2004/12288 144288/884736 (16.3%)
- texdata 80/2048 2560/65536 ( 3.9%)
- dispinfos 74/0 13024/0 ( 0.0%)
- disp_verts 5714/0 114280/0 ( 0.0%)
- disp_tris 8992/0 17984/0 ( 0.0%)
- disp_lmsamples 187832/0 187832/0 ( 0.0%)
- faces 5861/65536 328216/3670016 ( 8.9%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 3549/65536 198744/3670016 ( 5.4%)
- leaves 4114/65536 131648/2097152 ( 6.3%)
- leaffaces 7027/65536 14054/131072 (10.7%)
- leafbrushes 6461/65536 12922/131072 ( 9.9%)
- areas 11/256 88/2048 ( 4.3%)
- surfedges 42168/512000 168672/2048000 ( 8.2%)
- edges 28092/256000 112368/1024000 (11.0%)
- LDR worldlights 277/8192 24376/720896 ( 3.4%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- waterstrips 628/32768 6280/327680 ( 1.9%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 13059/65536 26118/131072 (19.9%)
- cubemapsamples 27/1024 432/16384 ( 2.6%)
- overlays 44/512 15488/180224 ( 8.6%)
- LDR lightdata [variable] 7204924/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 267079/16777216 ( 1.6%)
- entdata [variable] 196454/393216 (50.0%)
- LDR leaf ambient 4114/65536 98736/1572864 ( 6.3%)
- 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] 1/65476 ( 0.0%)
- pakfile [variable] 819542/0 ( 0.0%)
-
- Level flags = 0
-
- Win32 Specific Data:
- physics [variable] 1019305/4194304 (24.3%)
- ==== Total Win32 BSP file data space used: 11854160 bytes ====
-
- Total triangle count: 16566
- Writing f:\commaps\ultimate ssdk new\source engine 2006\cstrike\maps\1lemitobhod\partners\de_hive\de_hive_csgo_cssold.bsp
- 41 seconds elapsed
- -0.355600 1.806270 0.000000
- -0.000000 1.806270 0.000000
- -0.320731 1.244180 0.000000
- -0.034870 1.806270 0.000000
- make_triangles:calc_triangle_representation: Cannot convert
-
- ** Executing...
- ** Command: Copy File
- ** Parameters: "F:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\1lemitobhod\partners\de_hive\de_hive_csgo_cssold.bsp" "F:\commaps\Ultimate SSDK NEW\Source Engine 2006\cstrike\maps\de_hive_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
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 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 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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