Map is unplayble. ПОМОГИТЕ PLK (L4D)
Когда я запускаю свою карту, у меня выскакивает окошко: Map is unplayble, и в этом окошке кнопка Далее. Суть в том что в редакторе я сделал комнату, я в игре такое ощющение, что я ставил на свою карту только стартовую точку игрока.
Вот лог:
** Executing...
** Command: "D:\L4D SDK\Left 4 Dead\Bin\vbsp.exe"
** Parameters: -game "D:\PROGRAMS\left 4 dead\left4dead" "D:\L4D SDK\Left 4 Dead\sdk_content\mapsrc\qqq"
Valve Software - vbsp.exe (Sep 26 2009)
2 threads
materialPath: D:\PROGRAMS\left 4 dead\left4dead\materials
Loading D:\L4D SDK\Left 4 Dead\sdk_content\mapsrc\qqq.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 weapon_rifle_spawn (-29.07 129.53 69.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
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) (2537 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (13 bytes to 13)
Writing D:\L4D SDK\Left 4 Dead\sdk_content\mapsrc\qqq.bsp
0 seconds elapsed
** Executing...
** Command: "D:\L4D SDK\Left 4 Dead\Bin\vvis.exe"
** Parameters: -game "D:\PROGRAMS\left 4 dead\left4dead" "D:\L4D SDK\Left 4 Dead\sdk_content\mapsrc\qqq"
Valve Software - vvis.exe (Sep 26 2009)
2 threads
reading d:\l4d sdk\left 4 dead\sdk_content\mapsrc\qqq.bsp
reading d:\l4d sdk\left 4 dead\sdk_content\mapsrc\qqq.prt
LoadPortals: couldn't read d:\l4d sdk\left 4 dead\sdk_content\mapsrc\qqq.prt
** Executing...
** Command: "D:\L4D SDK\Left 4 Dead\Bin\vrad.exe"
** Parameters: -game "D:\PROGRAMS\left 4 dead\left4dead" "D:\L4D SDK\Left 4 Dead\sdk_content\mapsrc\qqq"
Valve Software - vrad.exe SSE (Sep 26 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading d:\l4d sdk\left 4 dead\sdk_content\mapsrc\qqq.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
224 faces
102885 square feet [14815486.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0068 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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1
brushes 6/8192 72/98304 ( 0.1
brushsides 36/65536 288/524288 ( 0.1
planes 66/65536 1320/1310720 ( 0.1
vertexes 307/65536 3684/786432 ( 0.5
nodes 117/65536 3744/2097152 ( 0.2
texinfos 3/12288 216/884736 ( 0.0
texdata 1/2048 32/65536 ( 0.0
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 224/65536 12544/3670016 ( 0.3
hdr faces 0/65536 0/3670016 ( 0.0
origfaces 36/65536 2016/3670016 ( 0.1
leaves 119/65536 3808/2097152 ( 0.2
leaffaces 230/65536 460/131072 ( 0.4
leafbrushes 63/65536 126/131072 ( 0.1
areas 2/256 16/2048 ( 0.8
surfedges 1184/512000 4736/2048000 ( 0.2
edges 593/256000 2372/1024000 ( 0.2
LDR worldlights 1/8192 100/819200 ( 0.0
HDR worldlights 0/8192 0/819200 ( 0.0
leafwaterdata 0/32768 0/393216 ( 0.0
waterstrips 36/32768 360/327680 ( 0.1
waterverts 0/65536 0/786432 ( 0.0
waterindices 447/65536 894/131072 ( 0.7
cubemapsamples 0/1024 0/16384 ( 0.0
overlays 0/512 0/180224 ( 0.0
LDR lightdata [variable] 268612/0 ( 0.0
HDR lightdata [variable] 0/0 ( 0.0
visdata [variable] 0/16777216 ( 0.0
entdata [variable] 1343/393216 ( 0.3
LDR ambient table 119/65536 476/262144 ( 0.2
HDR ambient table 119/65536 476/262144 ( 0.2
LDR leaf ambient 168/65536 4704/1835008 ( 0.3
HDR leaf ambient 119/65536 3332/1835008 ( 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] 86722/0 ( 0.0
physics [variable] 2537/4194304 ( 0.1
physics terrain [variable] 2/1048576 ( 0.0
Level flags = 0
Total triangle count: 592
Writing d:\l4d sdk\left 4 dead\sdk_content\mapsrc\qqq.bsp
0 seconds elapsed
***VPK: FastFindFile Attempting to use full path with VPK file!
File: d:\l4d sdk\left 4 dead\sdk_content\mapsrc\qqq.rad
** Executing...
** Command: Copy File
** Parameters: "D:\L4D SDK\Left 4 Dead\sdk_content\mapsrc\qqq.bsp" "D:\PROGRAMS\left 4 dead\left4dead\maps\qqq.bsp"
Когда я запускаю свою карту, у меня выскакивает окошко: Map is unplayble, и в этом окошке кнопка Далее. Суть в том что в редакторе я сделал комнату, я в игре такое ощющение, что я ставил на свою карту только стартовую точку игрока.
Вот лог:
** Executing...
** Command: "D:\L4D SDK\Left 4 Dead\Bin\vbsp.exe"
** Parameters: -game "D:\PROGRAMS\left 4 dead\left4dead" "D:\L4D SDK\Left 4 Dead\sdk_content\mapsrc\qqq"
Valve Software - vbsp.exe (Sep 26 2009)
2 threads
materialPath: D:\PROGRAMS\left 4 dead\left4dead\materials
Loading D:\L4D SDK\Left 4 Dead\sdk_content\mapsrc\qqq.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 weapon_rifle_spawn (-29.07 129.53 69.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
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) (2537 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (13 bytes to 13)
Writing D:\L4D SDK\Left 4 Dead\sdk_content\mapsrc\qqq.bsp
0 seconds elapsed
** Executing...
** Command: "D:\L4D SDK\Left 4 Dead\Bin\vvis.exe"
** Parameters: -game "D:\PROGRAMS\left 4 dead\left4dead" "D:\L4D SDK\Left 4 Dead\sdk_content\mapsrc\qqq"
Valve Software - vvis.exe (Sep 26 2009)
2 threads
reading d:\l4d sdk\left 4 dead\sdk_content\mapsrc\qqq.bsp
reading d:\l4d sdk\left 4 dead\sdk_content\mapsrc\qqq.prt
LoadPortals: couldn't read d:\l4d sdk\left 4 dead\sdk_content\mapsrc\qqq.prt
** Executing...
** Command: "D:\L4D SDK\Left 4 Dead\Bin\vrad.exe"
** Parameters: -game "D:\PROGRAMS\left 4 dead\left4dead" "D:\L4D SDK\Left 4 Dead\sdk_content\mapsrc\qqq"
Valve Software - vrad.exe SSE (Sep 26 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading d:\l4d sdk\left 4 dead\sdk_content\mapsrc\qqq.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
224 faces
102885 square feet [14815486.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0068 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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1
brushes 6/8192 72/98304 ( 0.1
brushsides 36/65536 288/524288 ( 0.1
planes 66/65536 1320/1310720 ( 0.1
vertexes 307/65536 3684/786432 ( 0.5
nodes 117/65536 3744/2097152 ( 0.2
texinfos 3/12288 216/884736 ( 0.0
texdata 1/2048 32/65536 ( 0.0
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 224/65536 12544/3670016 ( 0.3
hdr faces 0/65536 0/3670016 ( 0.0
origfaces 36/65536 2016/3670016 ( 0.1
leaves 119/65536 3808/2097152 ( 0.2
leaffaces 230/65536 460/131072 ( 0.4
leafbrushes 63/65536 126/131072 ( 0.1
areas 2/256 16/2048 ( 0.8
surfedges 1184/512000 4736/2048000 ( 0.2
edges 593/256000 2372/1024000 ( 0.2
LDR worldlights 1/8192 100/819200 ( 0.0
HDR worldlights 0/8192 0/819200 ( 0.0
leafwaterdata 0/32768 0/393216 ( 0.0
waterstrips 36/32768 360/327680 ( 0.1
waterverts 0/65536 0/786432 ( 0.0
waterindices 447/65536 894/131072 ( 0.7
cubemapsamples 0/1024 0/16384 ( 0.0
overlays 0/512 0/180224 ( 0.0
LDR lightdata [variable] 268612/0 ( 0.0
HDR lightdata [variable] 0/0 ( 0.0
visdata [variable] 0/16777216 ( 0.0
entdata [variable] 1343/393216 ( 0.3
LDR ambient table 119/65536 476/262144 ( 0.2
HDR ambient table 119/65536 476/262144 ( 0.2
LDR leaf ambient 168/65536 4704/1835008 ( 0.3
HDR leaf ambient 119/65536 3332/1835008 ( 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] 86722/0 ( 0.0
physics [variable] 2537/4194304 ( 0.1
physics terrain [variable] 2/1048576 ( 0.0
Level flags = 0
Total triangle count: 592
Writing d:\l4d sdk\left 4 dead\sdk_content\mapsrc\qqq.bsp
0 seconds elapsed
***VPK: FastFindFile Attempting to use full path with VPK file!
File: d:\l4d sdk\left 4 dead\sdk_content\mapsrc\qqq.rad
** Executing...
** Command: Copy File
** Parameters: "D:\L4D SDK\Left 4 Dead\sdk_content\mapsrc\qqq.bsp" "D:\PROGRAMS\left 4 dead\left4dead\maps\qqq.bsp"