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Проблемы с освещением

Joke®™

Йа крутой алкаш)
Aug 26, 2011
10
31
Проблемы с освещением

Любое освещение на карте делает блики на руках и энити объектах

Лог прилагается)
Code:
 ** 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"

Подскажите чё делать. КСС пиратская, Ultimate Source SDK v2.7
by Alex (aka Psycho-A)
 

Attachments

Last edited:

Joke®™

Йа крутой алкаш)
Aug 26, 2011
10
31
Нет, ситуация другая, у него light_env не даёт света и skybox не отображается должным образом а у меня просто блики розовые, голубые и белые на енити объектах и руках
 

Бат.Ник_Ref.

New member
Nov 24, 2010
373
1
0
Мда а buildcubemaps то прописал?Так как ты на ХДР освещении делаешь,то надо или настроить правильно хдр или прописать в консоле buildcubemaps
 

Joke®™

Йа крутой алкаш)
Aug 26, 2011
10
31
Бат.Ник_Ref.:
Дурака то из меня не строй. Знаю я про cubemapы у меня ошибка вылетает после компила cubemapов

[ADDED=Joke®™]1314388289[/ADDED]
не на HDR не на LDR не компилятся
 
Last edited:

Бат.Ник_Ref.

New member
Nov 24, 2010
373
1
0
Joke®™ said:
Бат.Ник_Ref.:
Дурака то из меня не строй. Знаю я про cubemapы у меня ошибка вылетает после компила cubemapов

[ADDED=Joke®™]1314388289[/ADDED]
не на HDR не на LDR не компилятся
Тогда сорри
 

Joke®™

Йа крутой алкаш)
Aug 26, 2011
10
31
Я понял что проблема в версии игры. На моей v34 блики есть а на v64 их нет. Когда скидываешь компилированную карту в нужную версию то всё равно розовый блик появляется((( Есть ли Source SDK для CSS v 34?!
 

ShotT

Has left this world
Feb 24, 2010
3,574
25
0
2 Joke®™
Да. Сборка от Psycho-A. Настраиваем на старую кс и радуемся.
 

Joke®™

Йа крутой алкаш)
Aug 26, 2011
10
31
Спасибо, я уже разобрался. Поставил Revolution CSM SourceSDK SP3 она подходит к моей CSS v34. Теперь всё нормально.
 

ShotT

Has left this world
Feb 24, 2010
3,574
25
0
2 Joke®™
Зачем всё так усложнять? Та сборка, если честно, устарела. Там ты не сможешь открыть карты из новой кс, пошлёт на 3 буквы.
Если у тебя стоит сборка от Psycho-A, то там просто выбрать старый движок (аля 1 эпизод) и настроить. Чего сложного? И не надо ничего лишнего.
Оффтоп
Выбираешь движок и радуешься.
 

ShotT

Has left this world
Feb 24, 2010
3,574
25
0
2 Joke®™
Ну так зачем две? Если одна может всё сделать :)

P.S> И они не конфликтуют? оО
 

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