Проблемы с освещением
Любое освещение на карте делает блики на руках и энити объектах
Лог прилагается)
Подскажите чё делать. КСС пиратская, Ultimate Source SDK v2.7
by Alex (aka Psycho-A)
Любое освещение на карте делает блики на руках и энити объектах
Лог прилагается)
Код:
** Executing...
** Command: "D:\Program Files\Ultimate SSDK v2\SourceSDK\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "D:\Games\Counter-Strike Source\cstrike" "D:\Games\Counter-Strike Source\cstrike\maps\untitled.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: D:\Games\Counter-Strike Source\cstrike\materials
Loading D:\Games\Counter-Strike Source\cstrike\maps\untitled.vmf
Could not locate 'GameData' key in d:\games\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 (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Games\Counter-Strike Source\cstrike\maps\untitled.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/italy*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/italy*.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) (12324 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15 texinfos to 9
Reduced 5 texdatas to 5 (105 bytes to 105)
Writing D:\Games\Counter-Strike Source\cstrike\maps\untitled.bsp
0 seconds elapsed
** Executing...
** Command: "D:\Program Files\Ultimate SSDK v2\SourceSDK\bin\orangebox\bin\vvis.exe"
** Parameters: -game "D:\Games\Counter-Strike Source\cstrike" "D:\Games\Counter-Strike Source\cstrike\maps\untitled"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading d:\games\counter-strike source\cstrike\maps\untitled.bsp
reading d:\games\counter-strike source\cstrike\maps\untitled.prt
86 portalclusters
291 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 (0)
Optimized: 3 visible clusters (0.00%)
Total clusters visible: 5705
Average clusters visible: 66
Building PAS...
Average clusters audible: 86
visdatasize:2600 compressed from 2752
writing d:\games\counter-strike source\cstrike\maps\untitled.bsp
0 seconds elapsed
** Executing...
** Command: "D:\Program Files\Ultimate SSDK v2\SourceSDK\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "D:\Games\Counter-Strike Source\cstrike" "D:\Games\Counter-Strike Source\cstrike\maps\untitled"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file D:\Program Files\Ultimate SSDK v2\SourceSDK\bin\orangebox\bin\lights.rad.
Loading d:\games\counter-strike source\cstrike\maps\untitled.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
140 faces
27238 square feet [3922327.25 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
140 patches before subdivision
2860 patches after subdivision
9 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 237396, max 245
transfer lists: 1.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(21169, 10031, 1455)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(5111, 2083, 217)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1290, 452, 34)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(320, 97, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(80, 21, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(20, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0013 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 26/8192 312/98304 ( 0.3%)
brushsides 212/65536 1696/524288 ( 0.3%)
planes 196/65536 3920/1310720 ( 0.3%)
vertexes 235/65536 2820/786432 ( 0.4%)
nodes 137/65536 4384/2097152 ( 0.2%)
texinfos 9/12288 648/884736 ( 0.1%)
texdata 5/2048 160/65536 ( 0.2%)
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 140/65536 7840/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 116/65536 6496/3670016 ( 0.2%)
leaves 139/65536 4448/2097152 ( 0.2%)
leaffaces 202/65536 404/131072 ( 0.3%)
leafbrushes 50/65536 100/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1158/512000 4632/2048000 ( 0.2%)
edges 629/256000 2516/1024000 ( 0.2%)
LDR worldlights 9/8192 792/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 283360/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2600/16777216 ( 0.0%)
entdata [variable] 54788/393216 (13.9%)
LDR ambient table 139/65536 556/262144 ( 0.2%)
HDR ambient table 139/65536 556/262144 ( 0.2%)
LDR leaf ambient 481/65536 13468/1835008 ( 0.7%)
HDR leaf ambient 139/65536 3892/1835008 ( 0.2%)
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] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 86742/0 ( 0.0%)
physics [variable] 12324/4194304 ( 0.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 376
Writing d:\games\counter-strike source\cstrike\maps\untitled.bsp
1 second elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file D:\Program Files\Ultimate SSDK v2\SourceSDK\bin\orangebox\bin\lights.rad.
Loading d:\games\counter-strike source\cstrike\maps\untitled.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
140 faces
27238 square feet [3922327.25 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
140 patches before subdivision
2860 patches after subdivision
9 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 237396, max 245
transfer lists: 1.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(21169, 10031, 1455)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(5111, 2083, 217)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1290, 452, 34)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(320, 97, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(80, 21, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(20, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0013 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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 26/8192 312/98304 ( 0.3%)
brushsides 212/65536 1696/524288 ( 0.3%)
planes 196/65536 3920/1310720 ( 0.3%)
vertexes 235/65536 2820/786432 ( 0.4%)
nodes 137/65536 4384/2097152 ( 0.2%)
texinfos 9/12288 648/884736 ( 0.1%)
texdata 5/2048 160/65536 ( 0.2%)
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 140/65536 7840/3670016 ( 0.2%)
hdr faces 140/65536 7840/3670016 ( 0.2%)
origfaces 116/65536 6496/3670016 ( 0.2%)
leaves 139/65536 4448/2097152 ( 0.2%)
leaffaces 202/65536 404/131072 ( 0.3%)
leafbrushes 50/65536 100/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1158/512000 4632/2048000 ( 0.2%)
edges 629/256000 2516/1024000 ( 0.2%)
LDR worldlights 9/8192 792/720896 ( 0.1%)
HDR worldlights 9/8192 792/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 283360/0 ( 0.0%)
HDR lightdata [variable] 283360/0 ( 0.0%)
visdata [variable] 2600/16777216 ( 0.0%)
entdata [variable] 54788/393216 (13.9%)
LDR ambient table 139/65536 556/262144 ( 0.2%)
HDR ambient table 139/65536 556/262144 ( 0.2%)
LDR leaf ambient 481/65536 13468/1835008 ( 0.7%)
HDR leaf ambient 481/65536 13468/1835008 ( 0.7%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 86742/0 ( 0.0%)
physics [variable] 12324/4194304 ( 0.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 376
Writing d:\games\counter-strike source\cstrike\maps\untitled.bsp
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Games\Counter-Strike Source\cstrike\maps\untitled.bsp" "D:\Program Files\Ultimate SSDK v2\Source Engine 2009 MP\cstrike\maps\untitled.bsp"
by Alex (aka Psycho-A)
Вкладення
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210.4 КБ Перегляди: 270
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236.9 КБ Перегляди: 309
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