Ошибки компиляции
Contents
- 1 Общие термины
- 2 Основные ошибки
- 3 BSP (vbsp.exe)
- 4 VIS (vvis.exe)
- 5 RAD (vrad.exe)
- 6 См. также
- 7 Внешние ссылки
Примечание: Данная статья описывает компиляцию карт в редакторе Hammer, а не в исходном коде.
Общие термины
- Node – Браш, сторона, зона, место и т.д., которые рассчитывает компилятор.
- XXX – Номер браша или другой уникальный идентификатор.
Основные ошибки
- The system cannot find the file specified (Система не находит указанный файл)
- Ошибка возникает в конце компиляции, когда отсутствует файл .BSP, который должен быть скопирован, или не существует каталога назначения. Часто это означает, что VBSP перед записью файла .BSP столкнулся с ошибкой. Проверьте вывод VBSP на наличие ошибок.
- Убедитесь, что имя файла введено правильно, без точек, тире, пробелов и т.д. Если ошибка остаётся, введите расширение файла вручную и сохраните его. Проверьте журнал ошибок в Хаммере, зачастую он указывает правильное направление.
- Если у вас нет каталога, куда компилятор должен поместить файл .BSP, то ошибка возникает как результат неспособности Хаммера создавать папки. Чаще всего, такое происходит после неожиданной перезагрузки компьютера, его смерти, действия вирусов или других неприятностей. В этом случае, вам нужно просто запустить игру, или с помощью диспетчера файлов создать папку, которая указана в качестве вывода файла .BSP.
- Error opening mapname.bsp (Ошибка открытия mapname.bsp)
- Компилятор не находит файл .BSP, или он повреждён. Возможно, произошла ошибка при создании Vbsp. Проверьте путь к файлу.
- SteamStartup() failed
- SteamStartup(0xf,0x12eac4) failed with error 1: The registry is in use by another process, timeout expired (регистр занят другим процессом)
- Повторите компиляцию или перезапустите Steam.
- WARNING node with unbounded volume (узел с бесконечным объёмом)
- Это происходит, когда часть вашей карты касается края сетки Хаммера или находится за её переделами. Отодвиньтесь от краёв сетки, и перекомпилируйте карту.
- Также ошибку вызывает карта, содержащая func_instance с включенным в ней кордоном.
BSP (vbsp.exe)
- **** leaked ****
- Самая распространённая ошибка. На вашей карте минимум одна утечка. Внутренность карты смотрит во внешний мир (в «пустоту»). Загрузите в Хаммере pointfile. Через место утечки будет проходить красная линия, начинаясь от ближайшей энтити. С помощью 3D-окна устраните утечку, и перекомпилируйте карту.
- Brush XXX
- WARNING, microbrush (браш ХХХ: микробраш)
- Браш слишком мал для компиляции (обычно, менее 1 единицы Хаммера). Найдите браш с указанным номером. Удалите его и создайте в большем масштабе.
- Brush XXX
- FloatPlane: bad normal (браш ххх: не в порядке)
- Браш имеет лишнюю вершину на «плоской» грани. Возможно, это результат работы с Vertex Tool. Найдите браш с указанным номером. Снова задействуйте Vertex Tool, чтобы объединить лишнюю вершину с другой.
- Can’t find surfaceprop for material, using default (не найден материал поверхности)
- Это текстура, которая не имеет свойств материала. Возможно, вы наложили на браш текстуру «модели» . С помощью диалога замены текстуры, найдите «модельную» текстуру, и замените её. Если вы используете собственные текстуры, убедитесь, что они имеют значение
$surfaceprop.
- Error displacement found on a(n) (entityname) entity — not supported (деформированная энтитя – не поддерживается)
- Брашевая энтитя на вашей карте имеет деформацию. Брашевые энтити нельзя деформировать. Найдите их и удалите деформации, или преобразуйте в обычные браши.
- Error! To use model «filename.mdl» with static_prop, it must be compiled with $staticprop!
- Это когда prop_static использует физическую модель. Модель не появится в игре. Вместо этого используйте prop_physics или prop_dynamic_override.
- Error loading studio model «»! (ошибка загрузка модели)
- На вашей карте есть «prop_» с отсутствующей моделью или моделью с неправильным именем.
- Face List Count >= OVERLAY_BSP_FACE_COUNT (ошибка оверлея)
- На поверхности слишком много оверлеев, или оверлей наложен на большое число поверхностей.
- Также возможно, что вы сделали низкое значение lightmap (1-8) на огромном браше с несколькими info_overlays.
- material «» not found (материал не найден)
- Поверхность или оверлей используют отсутствующую текстуру или неверное имя текстуры.
- Memory leak
- mempool blocks left in memory: (утечка памяти)
- Хроническая ошибка, которая не влияет на вашу карту. Игнорируйте.
- Bad planenum
- Редактор неправильно сохранил файл – пересохранитесь и скомпилируйте карту снова. Также возможно, что в результате неудачного вырезания некоторые браши налезают один на другой.
- Tried parent
- Узел в компиляции не имеет родителя – весьма редко, но может быть вызвано ошибкой при работе с вершинами, которые переходят систему безопасности Хаммера. Он видит коробку только как одну сторону.
- XXX with splits
- Поверхность браша разрезана на множество мелких частей. The best way to try and fix it is to look for tiny brush penetrations, such as the tip of a spike on touching the side of a 1 x 1 x 1 brush.
- vbsp.exe crash potential causes (no error message) (vbsp.exe случайно закрылся)
- На браше с деформацией используется текстура playerclip.
Примечание: Чтобы найти ошибку, снимите флажки со всех visgroups, кроме «Clip/player»
.
VIS (vvis.exe)
- loadportals
- couldn’t read filename.prt
- Vvis не нашёл файл порталов, созданный vbsp. Либо vbsp его не создал из-за ошибки (утечки?), либо vvis использует неправильный путь к файлу. (Убедитесь, что имя файла не содержит заглавных букв.)
Или: вы создали несколько новых Areaportals, но скомпилировали BSP «Only entities» (только энтити).
Или: вы поместили/сдвинули энтитю light_environment за пределы скайбокса.
- Leaf (portal XXX) with too many portals.
- Присутствует область со слишком сложной геометрией. Попробуйте упростить некоторые комнаты и коридоры, а также сделайте маленькие структуры деталью.
RAD (vrad.exe)
- Texture axis perpendicular to face at (XXX, XXX, XXX)
- Поверхность с указанными координатами имеет неправильные значения текстуры. Найдите эту поверхность и убедитесь, что в графе Align стоит галочка World.
- WARNING: Too many light styles on a face (XXX,XXX,XXX)
- Поверхность с указанными координатами имеет слишком сильный «эффект» освещённости. Он включает в себя именованные огни (которые компилируются как в выключенном, так и включённом состоянии), или же огни с эффектом, например, мерцания. Удалите некоторые из них, отключите мерцание или уберите у них имена.
Примечание: Поверхность может быть освещена не более чем 4 огнями с разными именами. Это означает, что стилей огней может быть сколько угодно, но имён только 4.
- <number> degenerate faces
To do: Тесты показали, что это связано с прозрачными материалами. Найдите браши и замените на них текстуры, чтобы исключить ошибку.
- warning — face vectors parallel to face normal. bad lighting will be produced
- Может возникать, когда к текстуре применяется выравнивание (Alt +
), и чтобы исправить проблему, найдите этот браш, примените выравнивание World или Face, и вручную поменяйте настройки текстуры.
См. также
- Теория компиляции карт
Внешние ссылки
- Interlopers.net — Automatic Error Check — you can also upload your compile log.
- HL.LOGOUT.FR — Automatic Error Check — an alternative to the above tool (in French).
You have env_cubemaps which faces directly attached to more then one cubemap. You need to find this both cubemaps with overlapping faces and reassign the one which is wrong. The last one numbers in error are coordinates, you can fly to them with View->Go to Coordinates.
Basically this error indicates that you have materials in scene in which .vmt $bottommaterial referencing to it’s own one vmt! Just find this materials and replace this value to another one you want, for example for water set $bottommaterial» «dev/dev_waterbeneath2» or any other you need. Check material names carefully it can be the same name, but with prefix like «a», «b» and you won’t even notice that!
Or: You created some new Areaportals but compiled with BSP «Only entities».
Or: You accidentally placed/moved a light_environment entity outside the bounds of your skybox. (wouldn’t this generate a leak?)
Leaf (portal XXX) with too many portals. There is an area with geometry that’s too complex. Try to simplify some rooms and corridors and make smaller structures func_detail.
Degenerate faces are faces that are computed to have no or negative area. This may cause lighting problems.
This could also have something to do with transparency in textures. To do: What specifically, as there’s multiple ways to make transparent materials. Solid evidence of this would be nice.
warning — face vectors parallel to face normal. bad lighting will be produced This can happen when using Align to texture ( Alt + 
(prop-моделер)
Зарегистрирован: May 2006
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Вот те di_Grant и ПРОБУЙ искать сам. (нет di_Grant я тебя не ругая я гворю тебе как не знающему)
_eF* l ENEMY_ ты прав туторы есть сайты https://www.source-inside.ru/ и д.т. и поиск очень рульный не только на сайте
Виды проп-энтитей (prop_*)
Типы пропов(props)
Слово проп (prop) в Сорсе в основном обозначает полигональную модель. Существуют различные проп-энтити, каждая из которых представляет модель в игре по-своему (с какими-то своими функциями). Все они созданы для определенных целей и имеют свои характеристики относительно производительности. Приведенный ниже список описывает все свойства основных проп-энтитей:
Detail-геометрия — это статичные (неподвижные) модели (то бишь они не могут двигаться), которые не содержат никаких физических свойств и моделей повреждения, они не могут быть разрушены и не отбрасывают теней. Могут быть автоматически размещены на карте путем присваивания типа деталей какому-нибудь материалу. Наименее затратная для рендеринга геометрия. Не может быть гладко прорисована на low-end компьютерах.
Примеры: трава, скалы и камни, растения.
Статичная геометрия — модели не двигаются. Не содержат никаких физических свойств и моделей повреждения и не могут быть разрушены. Не содержит джоинтов (joints) или анимации. Отбрасывает тени. Тоже не затратная для рендеринга геометрия.
Примеры: трубы, скалы и камни, телефонные столбы.
Модели со встроенными физическими свойствами. Двигаются и повреждаются, используя твердую физическую систему. Могут быть прикреплены к другим физическим объектам. Также могут быть разрушены, получив определенный урон. Отбрасывают динамические тени. Расходуют много ресурсов для просчета движения и рендеринга.
Примеры: бочки, осколки, мебель.
Физические пропы с физической моделью тряпичной куклы. Имеют все свойства физических пропов (prop_physics), а также могут использовать физическую систему твердой тряпичной куклы (извиняюсь за каламбур) для расчета столкновений или загибаний отдельных частей модели. Расходуют очень много ресурсов для просчета движения и рендеринга.
Примеры: трупы, картонные коробки, циновки.
Я точно не помню где это взял (прщу прощения у автора статьи)
Источник
Невидно модель после компиляции
Вобщем проблема в том, что после компиляции карты я не вижу на ней многие модели! Причём, как мне кажеться, только крупные. осовы машин видно, а вот кран и заводские трубы отсутствуют! Хелп плиз, а-то карту немогу малясь завершить 😀
Возможно этот лог поможет
Показать скрытое содержимое
No pure server whitelist. sv_pure = 0
CSoundEmitterSystem: Registered 5138 sounds
CAsyncWavDataCache: 0 .wavs total 0 bytes, 0.00 % of capacity
Initializing renderer.
Level unlit, setting ‘mat_fullbright 1’
AddPropOffsetToMap — already found entry [prop: 354 offset: 3284] in table for DT_NPC_Manhack
Signon traffic «CLIENT»: incoming 31.588 KB, outgoing 742 bytes
Node Graph out of Date. Rebuilding.
The Planet is fine. The people are fucked. — George Carlin
Science is interesting, and if you don’t agree you can fuck off. — Richard Dawkins
WhyNot писал(а): Вобщем проблема в том, что после компиляции карты я не вижу на ней многие модели! Причём, как мне кажеться, только крупные. осовы машин видно, а вот кран и заводские трубы отсутствуют! Хелп плиз, а-то карту немогу малясь завершить 😀
Возможно этот лог поможет
Показать скрытое содержимое
No pure server whitelist. sv_pure = 0
CSoundEmitterSystem: Registered 5138 sounds
CAsyncWavDataCache: 0 .wavs total 0 bytes, 0.00 % of capacity
Initializing renderer.
Level unlit, setting ‘mat_fullbright 1’
AddPropOffsetToMap — already found entry [prop: 354 offset: 3284] in table for DT_NPC_Manhack
Signon traffic «CLIENT»: incoming 31.588 KB, outgoing 742 bytes
Node Graph out of Date. Rebuilding.
The Planet is fine. The people are fucked. — George Carlin
Science is interesting, and if you don’t agree you can fuck off. — Richard Dawkins
Не-не-не-не! Я сделал prop_static 😀
Вот лог компиляции =)
Показать скрытое содержимое
** Executing.
** Command: «E:Program FilesSDKinvbsp.exe»
** Parameters: -game «E:Program FilesSDKhl2» «E:sourcesdk_contenthl2mapsrcdeadrun2»
Valve Software — vbsp.exe (Dec 11 2006)
2 threads
materialPath: E:Program FilesSDKhl2materials
Loading E:sourcesdk_contenthl2mapsrcdeadrun2.vmf
fixing up env_cubemap materials on brush sides.
ProcessBlock_Thread: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (0)
**** leaked ****
Entity info_player_start (-15594.70 11274.70 185.00) leaked!
Processing areas. done (0)
Building Faces. done (0)
FixTjuncs.
PruneNodes.
WriteBSP.
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable «$hdrbasetexture» for material «skybox/sky_day01_01rt»
Can’t load skybox file skybox/sky_day01_01 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) (49435 bytes)
Error! prop_static using model «models/props_vehicles/apc001.mdl», which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model «models/props_vehicles/apc001.mdl»!
Placing detail props : 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10
Compacting texture/material tables.
Reduced 124 texinfos to 97
Reduced 33 texdatas to 32 (886 bytes to 865)
Writing E:sourcesdk_contenthl2mapsrcdeadrun2.bsp
2 seconds elapsed
** Executing.
** Command: «E:Program FilesSDKinvvis.exe»
** Parameters: -game «E:Program FilesSDKhl2» -fast «E:sourcesdk_contenthl2mapsrcdeadrun2»
Valve Software — vvis.exe (May 22 2006)
fastvis = true
2 threads
reading e:sourcesdk_contenthl2mapsrcdeadrun2.bsp
reading e:sourcesdk_contenthl2mapsrcdeadrun2.prt
LoadPortals: couldn’t read e:sourcesdk_contenthl2mapsrcdeadrun2.prt
** Executing.
** Command: «E:Program FilesSDKinvrad.exe»
** Parameters: -game «E:Program FilesSDKhl2» -noextra «E:sourcesdk_contenthl2mapsrcdeadrun2»
Valve Software — vrad.exe SSE (May 22 2006)
—— Radiosity Simulator —-
2 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]
Loading e:sourcesdk_contenthl2mapsrcdeadrun2.bsp
No vis information, direct lighting only.
2925 faces
10331206 square feet [1487693696.00 square inches]
5 displacements
1371468 square feet [197491424.00 square inches]
0 direct lights
BuildFacelights: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (1)
Build Patch/Sample Hash Table(s). Done
FinalLightFace: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 (2)
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.
ComputePerLeafAmbientLighting: 0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
———— ————— ————— ———
models 13/1024 624/49152 ( 1.3%)
brushes 124/8192 1488/98304 ( 1.5%)
brushsides 956/65536 7648/524288 ( 1.5%)
planes 1380/65536 27600/1310720 ( 2.1%)
vertexes 3768/65536 45216/786432 ( 5.7%)
nodes 2233/65536 71456/2097152 ( 3.4%)
texinfos 97/12288 6984/884736 ( 0.8%)
texdata 32/2048 1024/65536 ( 1.6%)
dispinfos 5/0 880/0 ( 0.0%)
disp_verts 1445/0 28900/0 ( 0.0%)
disp_tris 2560/0 5120/0 ( 0.0%)
disp_lmsamples 73443/0 73443/0 ( 0.0%)
faces 2925/65536 163800/3670016 ( 4.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 557/65536 31192/3670016 ( 0.8%)
leaves 2247/65536 71904/2097152 ( 3.4%)
leaffaces 3216/65536 6432/131072 ( 4.9%)
leafbrushes 903/65536 1806/131072 ( 1.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 15168/512000 60672/2048000 ( 3.0%)
edges 7945/256000 31780/1024000 ( 3.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 150/32768 1500/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2013/65536 4026/131072 ( 3.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4001604/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 8847/393216 ( 2.2%)
LDR leaf ambient 2247/65536 53928/1572864 ( 3.4%)
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] 1/1899328 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/3420 ( 0.0%)
pakfile [variable] 10010/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 49435/4194304 ( 1.2%)
==== Total Win32 BSP file data space used: 4767347 bytes ====
Total triangle count: 7084
Writing e:sourcesdk_contenthl2mapsrcdeadrun2.bsp
32 seconds elapsed
** Executing.
** Command: Copy File
** Parameters: «E:sourcesdk_contenthl2mapsrcdeadrun2.bsp» «E:Program FilesSDKhl2mapsdeadrun2.bsp»
Компилю всё на Fast, так-как нада делать провереку ентитей каждые 5 минут!
Источник
Adblock
detector
Hello, hello.
So, i did map, but like a big one, and it’s been working without too much leak for a good time.
And then one day, something very peculiar happened. I didnt meant that stanley parable reference.
I Load my map, change some texture (a lot of them), i compile the map, and i have some leaks.
I havent done anything with the geometry, but i dont question it and i fix the leaks.
Now that the leaks are fixed, i compile it, and it tell the things when a map is having a leak. (Windows couldnt find the file)
So i open the pointfile, aaannddd…
There is none.
I have no pointfile. (is this too dramatic ?)
Anyway, i couldnt find anything to help it, so here i am. Thanks y’all for your time.
Ho and, yes, here is the compile log :
** Executing...
** Command: "C:Program Files (x86)SteamsteamappscommonGarrysModbinvbsp.exe"
** Parameters: -game "C:Program Files (x86)SteamsteamappscommonGarrysModgarrysmod" "c:program files (x86)steamsteamappscommongarrysmodgarrysmodbm_c2a4e"
FileSystem_LoadSearchPaths
Valve Software - vbsp.exe (May 24 2021)
4 threads
materialPath: C:Program Files (x86)SteamsteamappscommonGarrysModgarrysmodmaterials
Loading c:program files (x86)steamsteamappscommongarrysmodgarrysmodbm_c2a4e.vmf
material "lab/c3a2_bluemetal_ceiling" not found.
Material not found!: LAB/C3A2_BLUEMETAL_CEILING
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "lab/c2a4_ceiling" not found.
Material not found!: LAB/C2A4_CEILING
material "lab/c2a4_brd_2a" not found.
Material not found!: LAB/C2A4_BRD_2A
material "lab/c2a4x_reac3" not found.
Material not found!: LAB/C2A4X_REAC3
material "lab/c2a4_pan4b" not found.
Material not found!: LAB/C2A4_PAN4B
material "lab/c2a4_pan2d" not found.
Material not found!: LAB/C2A4_PAN2D
material "lab/floor_rubber01b" not found.
Material not found!: LAB/FLOOR_RUBBER01B
material "lab/c2a4_pan1" not found.
Material not found!: LAB/C2A4_PAN1
material "lab/c2a4_pan1b" not found.
Material not found!: LAB/C2A4_PAN1B
material "lab/c2a4_trim2a" not found.
Material not found!: LAB/C2A4_TRIM2A
material "lab/c2a4x_h2e2" not found.
Material not found!: LAB/C2A4X_H2E2
material "tile/fifties_f02a" not found.
Material not found!: TILE/FIFTIES_F02A
material "lab/c2a4_pan3b" not found.
Material not found!: LAB/C2A4_PAN3B
material "lab/floor_rubber01a" not found.
Material not found!: LAB/FLOOR_RUBBER01A
material "lab/c2a4_brd_2b" not found.
Material not found!: LAB/C2A4_BRD_2B
material "lab/c2a4_pan4a" not found.
Material not found!: LAB/C2A4_PAN4A
material "lab/c2a4_pan2b" not found.
Material not found!: LAB/C2A4_PAN2B
material "lab/c2a4_pan3a" not found.
Material not found!: LAB/C2A4_PAN3A
material "metal/blend_rust_floor_diamond1a-b" not found.
Material not found!: METAL/BLEND_RUST_FLOOR_DIAMOND1A-B
material "tools/invismetal" not found.
Material not found!: TOOLS/INVISMETAL
material "glass/labglass_c2a4_1windowbreak070a" not found.
Material not found!: GLASS/LABGLASS_C2A4_1WINDOWBREAK070A
material "lab/c2a4x_roomsign_034" not found.
Material not found!: LAB/C2A4X_ROOMSIGN_034
material "lab/c2a4x_roomsign_005" not found.
Material not found!: LAB/C2A4X_ROOMSIGN_005
material "lab/c2a4x_roomsign_006" not found.
Material not found!: LAB/C2A4X_ROOMSIGN_006
material "lab/c2a4x_roomsign_008" not found.
Material not found!: LAB/C2A4X_ROOMSIGN_008
material "lab/c2a4x_roomsign_004" not found.
Material not found!: LAB/C2A4X_ROOMSIGN_004
material "lab/c2a4x_labboard15" not found.
Material not found!: LAB/C2A4X_LABBOARD15
material "lab/c2a4x_labboard12" not found.
Material not found!: LAB/C2A4X_LABBOARD12
material "lab/c2a4x_labboard14" not found.
Material not found!: LAB/C2A4X_LABBOARD14
material "lab/c2a4x_roomsign_001" not found.
Material not found!: LAB/C2A4X_ROOMSIGN_001
material "lab/c2a4x_roomsign_002" not found.
Material not found!: LAB/C2A4X_ROOMSIGN_002
material "lab/c2a4_pan2c" not found.
Material not found!: LAB/C2A4_PAN2C
material "glass/offlightcover" not found.
Material not found!: GLASS/OFFLIGHTCOVER
material "glass/offlightcover_off" not found.
Material not found!: GLASS/OFFLIGHTCOVER_OFF
material "decals/pipewrap/pipewrap_grn_lowpressureairfeed" not found.
Material not found!: DECALS/PIPEWRAP/PIPEWRAP_GRN_LOWPRESSUREAIRFEED
material "decals/pipewrap/pipewrap_blu_labinstrumentairfeed" not found.
Material not found!: DECALS/PIPEWRAP/PIPEWRAP_BLU_LABINSTRUMENTAIRFEED
material "lab/greymetal_labwall_04" not found.
Material not found!: LAB/GREYMETAL_LABWALL_04
material "lab/labmetaldoor3" not found.
Material not found!: LAB/LABMETALDOOR3
material "metal/csrev_gratedrain" not found.
Material not found!: METAL/CSREV_GRATEDRAIN
material "lab/c2a4x_roomsign_023" not found.
Material not found!: LAB/C2A4X_ROOMSIGN_023
material "lab/c2a4x_roomsign_022" not found.
Material not found!: LAB/C2A4X_ROOMSIGN_022
material "lab/c2a4x_roomsign_025" not found.
Material not found!: LAB/C2A4X_ROOMSIGN_025
material "effects/bm_hide_fade_to_black" not found.
Material not found!: EFFECTS/BM_HIDE_FADE_TO_BLACK
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2134 detail faces...done (1)
Merging details...
DRASTIC MEMORY OVERFLOW: Fell out of small block heap!
done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing c:program files (x86)steamsteamappscommongarrysmodgarrysmodbm_c2a4e.prt...Building visibility clusters...
done (0)
material "skybox/bm_sky_underground_00rt" not found.
Can't load skybox file skybox/bm_sky_underground_00 to build the default cubemap!
Can't load skybox file skybox/bm_sky_underground_00 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
material "decals/papers/poster12" not found.
material "decals/cagelight_redlight" not found.
Building Physics collision data...
done (3) (2232795 bytes)
Static prop models/props_questionableethics/qe_locker_frame.mdl outside the map (-1116.00, 159.00, 320.00)
Static prop models/props_questionableethics/qe_locker_door.mdl outside the map (-1116.00, 159.00, 320.00)
Error! To use model "models/props_office/television_office.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model STATIC "models/props_office/television_office.mdl"!
Error loading studio model STATIC "models/props/cs_office/light_inset.mdl"!
Error loading studio model STATIC "models/props_industrial/steelshelf01_static.mdl"!
Error loading studio model STATIC "models/props_generic/storage_cabinet_static.mdl"!
Error! prop_static using model "models/props_office/computer_keyboard01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model STATIC "models/props_office/computer_keyboard01.mdl"!
Error loading studio model STATIC "models/props_industrial/cagelight02.mdl"!
Error loading studio model STATIC "models/props/de_nuke/Floodlight.mdl"!
WARNING! model "models/elan/rooms/props/plant_2.mdl" has mismatching model version (49, expected 48)! Expect problems.
Error! To use model "models/elan/rooms/props/plant_2.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model STATIC "models/elan/rooms/props/plant_2.mdl"!
Unable to load vertex data "models/sodadisp1.vvd"
** Executing...
** Command: "C:Program Files (x86)SteamsteamappscommonGarrysModbinvvis.exe"
** Parameters: -fast -game "C:Program Files (x86)SteamsteamappscommonGarrysModgarrysmod" "c:program files (x86)steamsteamappscommongarrysmodgarrysmodscp_c2a4e"
Valve Software - vvis.exe (Apr 20 2021)
FileSystem_LoadSearchPaths
fastvis = true
4 threads
reading c:program files (x86)steamsteamappscommongarrysmodgarrysmodscp_c2a4e.bsp
Error opening c:program files (x86)steamsteamappscommongarrysmodgarrysmodscp_c2a4e.bsp
** Executing...
** Command: "C:Program Files (x86)SteamsteamappscommonGarrysModbinvrad.exe"
** Parameters: -bounce 2 -noextra -game "C:Program Files (x86)SteamsteamappscommonGarrysModgarrysmod" "c:program files (x86)steamsteamappscommongarrysmodgarrysmodscp_c2a4e"
Valve Software - vrad.exe SSE (May 17 2021)
Valve Radiosity Simulator
FileSystem_LoadSearchPaths
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:program files (x86)steamsteamappscommongarrysmodgarrysmodscp_c2a4e.bsp
Error opening c:program files (x86)steamsteamappscommongarrysmodgarrysmodscp_c2a4e.bsp
** Executing...
** Command: Copy File
** Parameters: "c:program files (x86)steamsteamappscommongarrysmodgarrysmodscp_c2a4e.bsp" "C:Program Files (x86)SteamsteamappscommonGarrysModgarrysmodmapsscp_c2a4e.bsp"
The command failed. Windows reported the error:
"Le fichier spécifié est introuvable."
Yes, i know, i will fix the invalid models later.
Не-не-не-не! Я сделал prop_static 
Вот лог компиляции =)
** Command: «E:Program FilesSDKinvbsp.exe»
** Parameters: -game «E:Program FilesSDKhl2» «E:sourcesdk_contenthl2mapsrcdeadrun2»
Valve Software — vbsp.exe (Dec 11 2006)
2 threads
materialPath: E:Program FilesSDKhl2materials
Loading E:sourcesdk_contenthl2mapsrcdeadrun2.vmf
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity info_player_start (-15594.70 11274.70 185.00) leaked!
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable «$hdrbasetexture» for material «skybox/sky_day01_01rt»
Can’t load skybox file skybox/sky_day01_01 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) (49435 bytes)
Error! prop_static using model «models/props_vehicles/apc001.mdl», which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model «models/props_vehicles/apc001.mdl»!
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 124 texinfos to 97
Reduced 33 texdatas to 32 (886 bytes to 865)
Writing E:sourcesdk_contenthl2mapsrcdeadrun2.bsp
2 seconds elapsed
** Executing…
** Command: «E:Program FilesSDKinvvis.exe»
** Parameters: -game «E:Program FilesSDKhl2» -fast «E:sourcesdk_contenthl2mapsrcdeadrun2»
Valve Software — vvis.exe (May 22 2006)
fastvis = true
2 threads
reading e:sourcesdk_contenthl2mapsrcdeadrun2.bsp
reading e:sourcesdk_contenthl2mapsrcdeadrun2.prt
LoadPortals: couldn’t read e:sourcesdk_contenthl2mapsrcdeadrun2.prt
** Executing…
** Command: «E:Program FilesSDKinvrad.exe»
** Parameters: -game «E:Program FilesSDKhl2» -noextra «E:sourcesdk_contenthl2mapsrcdeadrun2»
Valve Software — vrad.exe SSE (May 22 2006)
—— Radiosity Simulator —-
2 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]
Loading e:sourcesdk_contenthl2mapsrcdeadrun2.bsp
No vis information, direct lighting only.
2925 faces
10331206 square feet [1487693696.00 square inches]
5 displacements
1371468 square feet [197491424.00 square inches]
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (1)
Build Patch/Sample Hash Table(s)…..Done<-0.1790 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (2)
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.
ComputePerLeafAmbientLighting: 0…1…2…3…4…5…6…7…8…9…10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
———— ————— ————— ———
models 13/1024 624/49152 ( 1.3%)
brushes 124/8192 1488/98304 ( 1.5%)
brushsides 956/65536 7648/524288 ( 1.5%)
planes 1380/65536 27600/1310720 ( 2.1%)
vertexes 3768/65536 45216/786432 ( 5.7%)
nodes 2233/65536 71456/2097152 ( 3.4%)
texinfos 97/12288 6984/884736 ( 0.8%)
texdata 32/2048 1024/65536 ( 1.6%)
dispinfos 5/0 880/0 ( 0.0%)
disp_verts 1445/0 28900/0 ( 0.0%)
disp_tris 2560/0 5120/0 ( 0.0%)
disp_lmsamples 73443/0 73443/0 ( 0.0%)
faces 2925/65536 163800/3670016 ( 4.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 557/65536 31192/3670016 ( 0.8%)
leaves 2247/65536 71904/2097152 ( 3.4%)
leaffaces 3216/65536 6432/131072 ( 4.9%)
leafbrushes 903/65536 1806/131072 ( 1.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 15168/512000 60672/2048000 ( 3.0%)
edges 7945/256000 31780/1024000 ( 3.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 150/32768 1500/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2013/65536 4026/131072 ( 3.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4001604/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 8847/393216 ( 2.2%)
LDR leaf ambient 2247/65536 53928/1572864 ( 3.4%)
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] 1/1899328 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/3420 ( 0.0%)
pakfile [variable] 10010/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 49435/4194304 ( 1.2%)
==== Total Win32 BSP file data space used: 4767347 bytes ====
Total triangle count: 7084
Writing e:sourcesdk_contenthl2mapsrcdeadrun2.bsp
32 seconds elapsed
** Executing…
** Command: Copy File
** Parameters: «E:sourcesdk_contenthl2mapsrcdeadrun2.bsp» «E:Program FilesSDKhl2mapsdeadrun2.bsp»
P.S.
Компилю всё на Fast, так-как нада делать провереку ентитей каждые 5 минут!
Error Loading Studio Model
Error Loading Studio Model
Ok i need help pretty urgently here. I succesfully transferred all css map model props into hl2 for use in the sdk for my mod, but when i compile i get all this in the console and my props dont load.
- Code: Select all
prop_physics 'models/props/cs_assault/Money.mdl' has a base specified as 'Cardboard.Indestructable', but there is no matching entry in propdata.txt.
prop_physics at 685 544 -277 uses model models/props/cs_assault/Money.mdl, which has an invalid prop_data type. DELETED.
prop_physics 'models/props/cs_office/radio.mdl' has a base specified as 'Plastic.break', but there is no matching entry in propdata.txt.
prop_physics at 694 552 -277 uses model models/props/cs_office/radio.mdl, which has an invalid prop_data type. DELETED.
prop_physics at 530 842 -297 uses model models/props/CS_militia/stove01.mdl, which has no propdata which means it must be used on a prop_static. DELETED.
prop_physics 'models/props/cs_office/plant01.mdl' has a base specified as 'Pottery.break', but there is no matching entry in propdata.txt.
prop_physics at 690 653 -315 uses model models/props/cs_office/plant01.mdl, which has an invalid prop_data type. DELETED.
prop_physics 'models/props/cs_office/offpaintinga.mdl' has a base specified as 'Glass.picture', but there is no matching entry in propdata.txt.
prop_physics at 716 540 -214 uses model models/props/cs_office/offpaintinga.mdl, which has an invalid prop_data type. DELETED.
I guess there is more i need to extract from the css folders but im not sure what.
Thanks in advance.
-
Fate™ - 1337 p0st3r
- Joined: Mon Jun 06, 2005 8:00 pm
- Location: England
-
- Website
by Jman on Sat Apr 15, 2006 10:26 pm
This is a shortish-long problem involving propdata.txt in your script folder which defines each type of propdata, the regular HL2, doesn’t have a prop type called plastic.
The lazy way to do it is just to copy the css propdata.txt from its scripts folder.
-
Jman - Veteran
- Joined: Wed Mar 30, 2005 11:01 pm
by Fate™ on Sun Apr 16, 2006 10:58 am
ok i extracted the css prop data from the css shared gcf and made a folder scripts folder in the hl2 directory seeing as there wasnt one, and put the prop data txt in there. loaded my map and it still didnt show the models.
did i do something wrong?
-
Fate™ - 1337 p0st3r
- Joined: Mon Jun 06, 2005 8:00 pm
- Location: England
-
- Website
by Jman on Sun Apr 16, 2006 1:20 pm
Are you putting this into a mod? If so, just replace thr propdata that’s in your scripts folder.
-
Jman - Veteran
- Joined: Wed Mar 30, 2005 11:01 pm
by Fate™ on Sun Apr 16, 2006 1:48 pm
ofcourse. dunno why i didnt think of that. thanks ill try it now.
-
Fate™ - 1337 p0st3r
- Joined: Mon Jun 06, 2005 8:00 pm
- Location: England
-
- Website
Return to Hammer Editor Help
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Re: ПОМОГИТЕ!!! Энти дверь не отображается!!!!
нет, я просто созадл энти переделал его в prop_static в поле ворлд модель выбрал модель двери нужной вот лог
—
—
—
—
** Executing…
** Command: «D:GamesSteamSteamAppscommonCounter-Strike Sourcebinvbsp.exe»
** Parameters: -game «D:GamesSteamSteamAppscommonCounter-Strike Sourcecstrike» «C:UsersТатьянаDocumentsgood1.vmf»
Valve Software — vbsp.exe (Aug 30 2013)
4 threads
materialPath: D:GamesSteamSteamAppscommonCounter-Strike Sourcecstrikematerials
Loading C:UsersТатьянаDocumentsgood1.vmf
Could not locate ‘GameData’ key in d:gamessteamsteamappscommoncounter-strike sourcecstrikegameinfo.txt
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity func_breakable (295.50 -342.50 192.50) leaked!
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
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) (35003 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…Error! To use model «models/props_doors/door01_dynamic.mdl»
with detail_prop, it must be compiled with $staticprop!
Error loading studio model «models/props_doors/door01_dynamic.mdl»!
10
Compacting texture/material tables…
Reduced 192 texinfos to 114
Reduced 22 texdatas to 22 (474 bytes to 474)
Writing C:UsersТатьянаDocumentsgood1.bsp
0 seconds elapsed
** Executing…
** Command: «D:GamesSteamSteamAppscommonCounter-Strike Sourcebinvvis.exe»
** Parameters: -game «D:GamesSteamSteamAppscommonCounter-Strike Sourcecstrike» «C:UsersТатьянаDocumentsgood1»
Valve Software — vvis.exe (Aug 27 2013)
4 threads
reading c:usersТатьянаdocumentsgood1.bsp
reading c:usersТатьянаdocumentsgood1.prt
LoadPortals: couldn’t read c:usersТатьянаdocumentsgood1.prt
** Executing…
** Command: «D:GamesSteamSteamAppscommonCounter-Strike Sourcebinvrad.exe»
** Parameters: -game «D:GamesSteamSteamAppscommonCounter-Strike Sourcecstrike» «C:UsersТатьянаDocumentsgood1»
Valve Software — vrad.exe SSE (Sep 16 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]
Loading c:usersТатьянаdocumentsgood1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.05 seconds)
1066 faces
2 degenerate faces
417610 square feet [60135872.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (0)
Build Patch/Sample Hash Table(s)…..Done<0.0155 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.
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 8/1024 384/49152 ( 0.8%)
brushes 81/8192 972/98304 ( 1.0%)
brushsides 531/65536 4248/524288 ( 0.8%)
planes 654/65536 13080/1310720 ( 1.0%)
vertexes 1479/65536 17748/786432 ( 2.3%)
nodes 593/65536 18976/2097152 ( 0.9%)
texinfos 114/12288 8208/884736 ( 0.9%)
texdata 22/2048 704/65536 ( 1.1%)
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 1066/65536 59696/3670016 ( 1.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 333/65536 18648/3670016 ( 0.5%)
leaves 602/65536 19264/2097152 ( 0.9%)
leaffaces 1109/65536 2218/131072 ( 1.7%)
leafbrushes 287/65536 574/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6127/512000 24508/2048000 ( 1.2%)
edges 3287/256000 13148/1024000 ( 1.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 48/32768 480/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 693/65536 1386/131072 ( 1.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1147664/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 5045/393216 ( 1.3%)
LDR ambient table 602/65536 2408/262144 ( 0.9%)
HDR ambient table 602/65536 2408/262144 ( 0.9%)
LDR leaf ambient 371/65536 10388/1835008 ( 0.6%)
HDR leaf ambient 602/65536 16856/1835008 ( 0.9%)
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] 1/726 ( 0.1%)
pakfile [variable] 105651/0 ( 0.0%)
physics [variable] 35003/4194304 ( 0.8%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2621
Writing c:usersТатьянаdocumentsgood1.bsp
2 seconds elapsed
** Executing…
** Command: Copy File
** Parameters: «C:UsersТатьянаDocumentsgood1.bsp» «D:GamesSteamSteamAppscommonCounter-Strike Sourcecstrikemapsgood1.bsp»
** Executing…
** Command: «D:GamesSteamSteamAppscommonCounter-Strike Sourcehl2.exe»
** Parameters: -game «D:GamesSteamSteamAppscommonCounter-Strike Sourcecstrike» +map «good1» -steam
Thanks for the link, I’ll look at it in details.
FindPortalSide: Couldn’t find a good match for which brush to assign to a portal
near (-2048.0 3912.0 924.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 23233:
FindPortalSide: Couldn’t find a good match for which brush to assign to a portal
near (-2048.0 3744.0 924.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 23233:
FindPortalSide: Couldn’t find a good match for which brush to assign to a portal
near (-2048.0 3679.5 924.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 23233:
*** Suppressing further FindPortalSide errors…. ***
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
writing C:LogicielsGoogle DriveMap L4D2Prison.prt…Building visibility clus
ters…
done (1)
Finding displacement neighbors…
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Building Physics collision data…
done (0) (350793 bytes)
Cannot build Physics2 data
————
DataLinker total stream size 0.0 KiB
Error! To use model «models/props_downtown/metal_door_112_noskins.mdl»
with prop_static, it must be compiled with $staticprop!
Error loading studio model «models/props_downtown/metal_door_112_noskins.mdl»!
Error! prop_static using model «models/props_debris/paintbucket01.mdl», which mu
st be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model «models/props_debris/paintbucket01.mdl»!
Error! prop_static using model «models/lostcoast/props_wasteland/gate01b.mdl», w
hich must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model «models/lostcoast/props_wasteland/gate01b.mdl»!
Error! To use model «models/props_doors/doormainmetal01.mdl»
with prop_static, it must be compiled with $staticprop!
Error loading studio model «models/props_doors/doormainmetal01.mdl»!
Error! prop_static using model «models/props/cs_office/offcorkboarda.mdl», which
must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model «models/props/cs_office/offcorkboarda.mdl»!
Error! prop_static using model «models/props_lab/monitor02.mdl», which must be u
sed on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model «models/props_lab/monitor02.mdl»!
Error! prop_static using model «models/props_interiors/chair_cafeteria.mdl», whi
ch must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model «models/props_interiors/chair_cafeteria.mdl»!
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 2178 texinfos to 1418
Reduced 32 texdatas to 29 (779 bytes to 681)
Writing C:LogicielsGoogle DriveMap L4D2Prison.bsp
4 seconds elapsed
CDynamicFunction: Closing library ‘psapi.dll’ (754C0000)
CDynamicFunction: Closing library ‘Kernel32.dll’ (74C60000)
——————————————————————————-
Running command: cd «c:logicielssteamsteamappscommonleft 4 dead 2bin»
——————————————————————————-
——————————————————————————-
Running command: «c:logicielssteamsteamappscommonleft 4 dead 2binvvis.exe
» -game «c:logicielssteamsteamappscommonleft 4 dead 2left4dead2» -fast «C:
LogicielsGoogle DriveMap L4D2Prison»
——————————————————————————-
CDynamicFunction: Loading library ‘Kernel32.dll’ (74C60000)
CDynamicFunction: Lookup of ‘TryEnterCriticalSection’ in ‘Kernel32.dll’: 7718254
0
CDynamicFunction: Loading library ‘psapi.dll’ (754C0000)
CDynamicFunction: Lookup of ‘GetProcessMemoryInfo’ in ‘psapi.dll’: 754C155C
Valve Software — vvis.exe (Oct 22 2013)
fastvis = true
4 threads
reading c:logicielsgoogle drivemap l4d2Prison.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:logicielsgoogle drivemap l4d2Prison.prt
6043 portalclusters
16189 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (12)
Optimized: 1828658 visible clusters (0.00%)
Total clusters visible: 29094007
Average clusters visible: 4814
Building PAS…
Average clusters audible: 6042
visdatasize:8511027 compressed from 9185360
writing c:logicielsgoogle drivemap l4d2Prison.bsp
17 seconds elapsed
CDynamicFunction: Closing library ‘psapi.dll’ (754C0000)
CDynamicFunction: Closing library ‘Kernel32.dll’ (74C60000)
——————————————————————————-
Running command: cd «c:logicielssteamsteamappscommonleft 4 dead 2bin»
——————————————————————————-
——————————————————————————-
Running command: «c:logicielssteamsteamappscommonleft 4 dead 2binvrad.exe
» -game «c:logicielssteamsteamappscommonleft 4 dead 2left4dead2» -noextra
«C:LogicielsGoogle DriveMap L4D2Prison»
——————————————————————————-
CDynamicFunction: Loading library ‘Kernel32.dll’ (74C60000)
CDynamicFunction: Lookup of ‘TryEnterCriticalSection’ in ‘Kernel32.dll’: 7718254
0
CDynamicFunction: Loading library ‘psapi.dll’ (754C0000)
CDynamicFunction: Lookup of ‘GetProcessMemoryInfo’ in ‘psapi.dll’: 754C155C
Valve Software — vrad.exe SSE (Oct 22 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]
Loading c:logicielsgoogle drivemap l4d2Prison.bsp
Setting up ray-trace acceleration structure… Done (2.02 seconds)
22510 faces
117 degenerate faces
680200 square feet [97948888.00 square inches]
109 Displacements
247537 Square Feet [35645420.00 Square Inches]
22393 patches before subdivision
zero area child patch
53011 patches after subdivision
sun extent from map=0.342020
3 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (3)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (42)
transfers 29430230, max 4535
transfer lists: 224.5 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(100085, 59354, 38384)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(18083, 5813, 2289)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(4540, 697, 210)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(1282, 88, 22)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(429, 12, 3)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(161, 2, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(70, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(35, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(20, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(12, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(8, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #12 added RGB(6, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #13 added RGB(4, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #14 added RGB(3, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #15 added RGB(2, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #16 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…..Done<0.0141 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (11)
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 (4)
Writing leaf ambient…done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
———— ————— ————— ———
models 13/1024 624/49152 ( 1.3%)
brushes 916/8192 10992/98304 (11.2%)
brushsides 8378/65536 67024/524288 (12.8%)
planes 7784/65536 155680/1310720 (11.9%)
vertexes 36515/65536 438180/786432 (55.7%)
nodes 13097/65536 419104/2097152 (20.0%)
texinfos 1418/12288 102096/884736 (11.5%)
texdata 29/2048 928/65536 ( 1.4%)
dispinfos 109/0 19184/0 ( 0.0%)
disp_verts 5005/0 100100/0 ( 0.0%)
disp_tris 7424/0 14848/0 ( 0.0%)
disp_lmsamples 260148/0 260148/0 ( 0.0%)
faces 22510/65536 1260560/3670016 (34.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3714/65536 207984/3670016 ( 5.7%)
leaves 13111/65536 419552/2097152 (20.0%)
leaffaces 23376/65536 46752/131072 (35.7%)
leafbrushes 9554/65536 19108/131072 (14.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 133176/512000 532704/2048000 (26.0%)
edges 69841/256000 279364/1024000 (27.3%)
LDR worldlights 3/8192 300/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2580/32768 25800/327680 ( 7.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 60432/65536 120864/131072 (92.2%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2509356/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8511027/16777216 (50.7%)
entdata [variable] 20373/393216 ( 5.2%)
LDR ambient table 13111/65536 52444/262144 (20.0%)
HDR ambient table 13111/65536 52444/262144 (20.0%)
LDR leaf ambient 16135/65536 451780/1835008 (24.6%)
HDR leaf ambient 13111/65536 367108/1835008 (20.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/58572 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/36552 ( 0.0%)
pakfile [variable] 173712/0 ( 0.0%)
physics [variable] 350793/4194304 ( 8.4%)
physics terrain [variable] 17712/1048576 ( 1.7%)
Level flags = 0
Total triangle count: 73300
Writing c:logicielsgoogle drivemap l4d2Prison.bsp
1 minute, 4 seconds elapsed
CDynamicFunction: Closing library ‘psapi.dll’ (754C0000)
CDynamicFunction: Closing library ‘Kernel32.dll’ (74C60000)
——————————————————————————-
Running command: copy «C:LogicielsGoogle DriveMap L4D2Prison.bsp» «c:logici
elssteamsteamappscommonleft 4 dead 2left4dead2mapsPrison.bsp»
——————————————————————————-
Finished. Press a key to close.



