** Executing...
** Command: "C:\SourceSDK\bin\vbsp.exe"
** Parameters: -game "C:\SourceSDK\hl2" "C:\sourcesdk_content\hl2\mapsrc\FARK"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: C:\SourceSDK\hl2\materials
Loading C:\sourcesdk_content\hl2\mapsrc\FARK.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 prop_physics (-616.00 39.00 65.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0, -3072.0, -352.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3600.0, -2048.0, -352.0)
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 CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3088.0, -2048.0, -352.0)
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 CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0, -2560.0, -352.0)
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 CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, -3072.0, -352.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, -2048.0, 1270.0)
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 CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, -2048.0, -360.0)
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 CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, -3072.0, -352.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** 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...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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
Face List Count >= OVERLAY_BSP_FACE_COUNT
** Executing...
** Command: "C:\SourceSDK\bin\vvis.exe"
** Parameters: -game "C:\SourceSDK\hl2" "C:\sourcesdk_content\hl2\mapsrc\FARK"
Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\sourcesdk_content\hl2\mapsrc\FARK.bsp
reading c:\sourcesdk_content\hl2\mapsrc\FARK.prt
LoadPortals: couldn't read c:\sourcesdk_content\hl2\mapsrc\FARK.prt
** Executing...
** Command: "C:\SourceSDK\bin\vrad.exe"
** Parameters: -game "C:\SourceSDK\hl2" "C:\sourcesdk_content\hl2\mapsrc\FARK"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\sourcesdk_content\hl2\mapsrc\FARK.bsp
No vis information, direct lighting only.
3305 faces
4 degenerate faces
1473193 square feet [212139792.00 square inches]
0 displacements
0 square feet [0.00 square inches]
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
Build Patch/Sample Hash Table(s).....Done<0.0787 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 6 (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 9/1024 432/49152 ( 0.9
brushes 175/8192 2100/98304 ( 2.1
brushsides 1221/65536 9768/524288 ( 1.9
planes 1626/65536 32520/1310720 ( 2.5
vertexes 5053/65536 60636/786432 ( 7.7
nodes 1656/65536 52992/2097152 ( 2.5
texinfos 305/12288 21960/884736 ( 2.5
texdata 88/2048 2816/65536 ( 4.3
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 3305/65536 185080/3670016 ( 5.0
hdr faces 3305/65536 185080/3670016 ( 5.0
origfaces 720/65536 40320/3670016 ( 1.1
leaves 1666/65536 53312/2097152 ( 2.5
leaffaces 4120/65536 8240/131072 ( 6.3
leafbrushes 1025/65536 2050/131072 ( 1.6
areas 2/256 16/2048 ( 0.8
surfedges 18386/512000 73544/2048000 ( 3.6
edges 9708/256000 38832/1024000 ( 3.8
LDR worldlights 13/8192 1144/720896 ( 0.2
HDR worldlights 13/8192 1144/720896 ( 0.2
waterstrips 221/32768 2210/327680 ( 0.7
waterverts 0/65536 0/786432 ( 0.0
waterindices 3792/65536 7584/131072 ( 5.8
cubemapsamples 3/1024 48/16384 ( 0.3
overlays 62/512 21824/180224 (12.1
LDR lightdata [variable] 4912376/0 ( 0.0
HDR lightdata [variable] 4912376/0 ( 0.0
visdata [variable] 0/16777216 ( 0.0
entdata [variable] 41250/393216 (10.5
LDR leaf ambient 1666/65536 39984/1572864 ( 2.5
HDR leaf ambient 1666/65536 39984/1572864 ( 2.5
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] 1/628 ( 0.2
dtl prp lght [variable] 1/4 (25.0
HDR dtl prp lght [variable] 1/4 (25.0
static props [variable] 1/404 ( 0.2
pakfile [variable] 48386/0 ( 0.0
Level flags = 0
Win32 Specific Data:
physics [variable] 61811/4194304 ( 1.5
==== Total Win32 BSP file data space used: 10859823 bytes ====
Total triangle count: 8896
Writing c:\sourcesdk_content\hl2\mapsrc\FARK.bsp
11 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\sourcesdk_content\hl2\mapsrc\FARK.bsp" "C:\SourceSDK\hl2\maps\FARK.bsp"
** Executing...
** Command: "C:\SourceSDK\hl2.exe"
** Parameters: -game "C:\SourceSDK\hl2" +map "FARK"
HDR у меня выключен, но во время игры он включён почему-то.