Проблема с тенями
На карте не правильно отображаются тени. Некоторые пропы стали черные, раньше они были нормальные. На некоторых стенах черные пятна. Из за чего это может быть?
Скрин:
Оффтоп
Лог:
Оффтоп
На карте не правильно отображаются тени. Некоторые пропы стали черные, раньше они были нормальные. На некоторых стенах черные пятна. Из за чего это может быть?
Скрин:
Оффтоп
Лог:
Оффтоп
** Executing...
** Command: "d:\games\valve\star-steam\steamapps\rokbrigade\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\games\valve\star-steam\steamapps\rokbrigade\counter-strike source\cstrike" "D:\Games\VALVe\Star-Steam\SteamApps\rokbrigade\sourcesdk_content\cstrike\mapsrc\ba_jail.vmf"
Valve Software - vbsp.exe (Apr 26 2012)
2 threads
materialPath: d:\games\valve\star-steam\steamapps\rokbrigade\counter-strike source\cstrike\materials
Loading D:\Games\VALVe\Star-Steam\SteamApps\rokbrigade\sourcesdk_content\cstrike\mapsrc\ba_jail.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 85687, Side 5: duplicate plane
Could not locate 'GameData' key in d:\games\valve\star-steam\steamapps\rokbrigade\counter-strike source\cstrike\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 (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 130 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Games\VALVe\Star-Steam\SteamApps\rokbrigade\sourcesdk_content\cstrike\mapsrc\ba_jail.prt...Building visibility clusters...
done (0)
WARNING: node without a volume
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa90*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa90*.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 (2) (470203 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1119 texinfos to 584
Reduced 70 texdatas to 57 (2065 bytes to 1670)
Writing D:\Games\VALVe\Star-Steam\SteamApps\rokbrigade\sourcesdk_content\cstrike\mapsrc\ba_jail.bsp
4 seconds elapsed
** Executing...
** Command: "d:\games\valve\star-steam\steamapps\rokbrigade\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\games\valve\star-steam\steamapps\rokbrigade\counter-strike source\cstrike" "D:\Games\VALVe\Star-Steam\SteamApps\rokbrigade\sourcesdk_content\cstrike\mapsrc\ba_jail"
Valve Software - vvis.exe (Apr 26 2012)
2 threads
reading d:\games\valve\star-steam\steamapps\rokbrigade\sourcesdk_content\cstrike\mapsrc\ba_jail.bsp
reading d:\games\valve\star-steam\steamapps\rokbrigade\sourcesdk_content\cstrike\mapsrc\ba_jail.prt
784 portalclusters
2347 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (36)
Optimized: 2579 visible clusters (1.92
Total clusters visible: 134363
Average clusters visible: 171
Building PAS...
Average clusters audible: 604
visdatasize:116034 compressed from 163072
writing d:\games\valve\star-steam\steamapps\rokbrigade\sourcesdk_content\cstrike\mapsrc\ba_jail.bsp
36 seconds elapsed
** Executing...
** Command: "d:\games\valve\star-steam\steamapps\rokbrigade\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\games\valve\star-steam\steamapps\rokbrigade\counter-strike source\cstrike" "D:\Games\VALVe\Star-Steam\SteamApps\rokbrigade\sourcesdk_content\cstrike\mapsrc\ba_jail"
Valve Software - vrad.exe SSE (Apr 26 2012)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[18 texlights parsed from 'lights.rad']
Loading d:\games\valve\star-steam\steamapps\rokbrigade\sourcesdk_content\cstrike\mapsrc\ba_jail.bsp
Setting up ray-trace acceleration structure... Done (1.66 seconds)
5098 faces
2 degenerate faces
719540 square feet [103613792.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5096 patches before subdivision
68794 patches after subdivision
123 direct lights
BuildFacelights: 0...1...
WARNING: Too many light styles on a face at (-1023.000000, -415.000000, -716.000000)
10 (1
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
transfers 14731886, max 816
transfer lists: 112.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(929187, 660684, 421056)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(412501, 200063, 7260
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(185707, 64126, 16520)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(85371, 20591, 3653)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(39768, 6860, 1013)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(18771, 2285, 264)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(8963, 781, 82)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4326, 267, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(2108, 93,
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1037, 32, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(514, 11, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(257, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(129, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(65, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(33, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0296 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (
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 (7)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 133/1024 6384/49152 (13.0![]()
brushes 1175/8192 14100/98304 (14.3![]()
brushsides 9238/65536 73904/524288 (14.1![]()
planes 9032/65536 180640/1310720 (13.8![]()
vertexes 8490/65536 101880/786432 (13.0![]()
nodes 2829/65536 90528/2097152 ( 4.3![]()
texinfos 584/12288 42048/884736 ( 4.8![]()
texdata 57/2048 1824/65536 ( 2.8![]()
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 5098/65536 285488/3670016 ( 7.8![]()
hdr faces 0/65536 0/3670016 ( 0.0![]()
origfaces 3439/65536 192584/3670016 ( 5.2![]()
leaves 2963/65536 94816/2097152 ( 4.5![]()
leaffaces 6831/65536 13662/131072 (10.4![]()
leafbrushes 2006/65536 4012/131072 ( 3.1![]()
areas 2/256 16/2048 ( 0.8![]()
surfedges 38280/512000 153120/2048000 ( 7.5![]()
edges 22566/256000 90264/1024000 ( 8.8![]()
LDR worldlights 123/8192 10824/720896 ( 1.5![]()
HDR worldlights 0/8192 0/720896 ( 0.0![]()
leafwaterdata 1/32768 12/393216 ( 0.0![]()
waterstrips 345/32768 3450/327680 ( 1.1![]()
waterverts 0/65536 0/786432 ( 0.0![]()
waterindices 5658/65536 11316/131072 ( 8.6![]()
cubemapsamples 14/1024 224/16384 ( 1.4![]()
overlays 0/512 0/180224 ( 0.0![]()
LDR lightdata [variable] 2407328/0 ( 0.0![]()
HDR lightdata [variable] 0/0 ( 0.0![]()
visdata [variable] 116034/16777216 ( 0.7![]()
entdata [variable] 130384/393216 (33.2![]()
LDR ambient table 2963/65536 11852/262144 ( 4.5![]()
HDR ambient table 2963/65536 11852/262144 ( 4.5![]()
LDR leaf ambient 8817/65536 246876/1835008 (13.5![]()
HDR leaf ambient 2963/65536 82964/1835008 ( 4.5![]()
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] 1/11562 ( 0.0![]()
pakfile [variable] 1233692/0 ( 0.0![]()
physics [variable] 470203/4194304 (11.2![]()
physics terrain [variable] 2/1048576 ( 0.0![]()
Level flags = 0
Total triangle count: 13753
Writing d:\games\valve\star-steam\steamapps\rokbrigade\sourcesdk_content\cstrike\mapsrc\ba_jail.bsp
53 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Games\VALVe\Star-Steam\SteamApps\rokbrigade\sourcesdk_content\cstrike\mapsrc\ba_jail.bsp" "d:\games\valve\star-steam\steamapps\rokbrigade\counter-strike source\cstrike\maps\ba_jail.bsp"
** Executing...
** Command: d:\games\valve\star-steam\steam.exe
** Parameters: -applaunch 240 -game "d:\games\valve\star-steam\steamapps\rokbrigade\counter-strike source\cstrike" +map "ba_jail"


