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Странное поведение VRAD

Obergun

New member
Jan 29, 2012
9
33
Странное поведение VRAD

Всем привет мапю очень долго лет так 7, но такого не встречал еще

Code:
  ** Executing...
** Command: "D:\Ultimate SSDK v3\SourceSDK\bin\source2007\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\SourceMods\fastdetect" "D:\MAPS\Main2"

Valve Software - vbsp.exe (Oct 29 2010)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\SourceMods\fastdetect\materials
Loading D:\MAPS\Main2.vmf
"materials/PerfTest/rockwall002a.vtf": cached version doesn't exist
***need to set $abovewater for material water/water_2011
***need to set $abovewater for material water/water_2011
Patching WVT material: maps/main2/concrete/blendbunk_conc01_wvt_patch
Patching WVT material: maps/main2/concrete/blendconcdirt004a_wvt_patch
Patching WVT material: maps/main2/nature/blendcliffgrass001a_wvt_patch
Patching WVT material: maps/main2/nature/blenddirtgrass001b_wvt_patch
Patching WVT material: maps/main2/nature/blenddirtgrass008b_lowfriction_wvt_patch
Patching WVT material: maps/main2/nature/blenddirtmud01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
WARNING: node without a volume
Processing areas...done (0)
Building Faces...***need to set $abovewater for material water/water_2011_beneath
***need to set $abovewater for material water/water_2011_beneath
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 802 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\MAPS\Main2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_09*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_09*.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 (1) (692369 bytes)
Bad geometry on "models/props_blastpit/aids_needle_big.mdl"!
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 3314 texinfos to 2014
Reduced 131 texdatas to 103 (3970 bytes to 3139)
Writing D:\MAPS\Main2.bsp
20 seconds elapsed

** Executing...
** Command: "D:\Ultimate SSDK v3\SourceSDK\bin\source2007\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\SourceMods\fastdetect" -fast "D:\MAPS\Main2"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading d:\maps\Main2.bsp
reading d:\maps\Main2.prt
5093 portalclusters
18462 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (83)
Optimized: 372309 visible clusters (0.00%)
Total clusters visible: 24891785
Average clusters visible: 4887
Building PAS...
Average clusters audible: 5092
visdatasize:6493577  compressed from 6519040
writing d:\maps\Main2.bsp
1 minute, 33 seconds elapsed

** Executing...
** Command: "D:\Ultimate SSDK v3\SourceSDK\bin\source2007\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\SourceMods\fastdetect" "D:\MAPS\Main2"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\maps\Main2.bsp
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (8.80 seconds)
16862 faces
31 degenerate faces
18847127 square feet [2713986304.00 square inches]
111 Displacements
2491932 Square Feet [358838336.00 Square Inches]
16831 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
368221 patches after subdivision
sun extent from map=0.000000
26 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (216)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9
** Executing...
** Command: Copy File
** Parameters: "D:\MAPS\Main2.bsp" "D:\Ultimate SSDK v3\Source Engine 2007\bms\maps\Main2.bsp"


** Executing...
** Command: \"D:\Ultimate SSDK v3\Source Engine 2007\hl2.exe"
** Parameters: -appid 218 -game "C:\Program Files (x86)\Steam\steamapps\SourceMods\fastdetect" -steam -dev +con_enable 1 +sv_lan 1 +map "Main2"



VRAD не хочет до конца компилица что происходит может может кто подсказать
 
Last edited:

Camblu

Tech Demo
Jan 3, 2010
4,259
116
2 Obergun:
Судя по ответам на фейспанче и интерлоперс.нет, у тебя где-то есть браш, у которого есть фейс без зоны (area). Найди браш, и создай заного.
zero area child patch

Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?

Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.
 

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