При компилинге с вот такими настройками:-staticproplighting -TextureShadows -StaticPropPolys карта рендерится без света и с глюками, но некоторое время назад все было норамально
Цитата:** Executing...
** Command: "D:\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -fast -game "D:\Steam\SteamApps\common\Half-Life 2\ep2" "d:\steam\steamapps\common\half-life 2\ep2\maps\airex13"
Valve Software - vvis.exe (Sep 20 2013)
fastvis = true
2 threads
reading d:\steam\steamapps\common\half-life 2\ep2\maps\airex13.bsp
reading d:\steam\steamapps\common\half-life 2\ep2\maps\airex13.prt
2490 portalclusters
8408 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (14)
Optimized: 360716 visible clusters (7.85%)
Total clusters visible: 4596802
Average clusters visible: 1846
Building PAS...
Average clusters audible: 2449
visdatasize:1519105 compressed from 1553760
writing d:\steam\steamapps\common\half-life 2\ep2\maps\airex13.bsp
16 seconds elapsed
** Executing...
** Command: "D:\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -staticproplighting -TextureShadows -StaticPropPolys -game "D:\Steam\SteamApps\common\Half-Life 2\ep2" "d:\steam\steamapps\common\half-life 2\ep2\maps\airex13"
Valve Software - vrad.exe SSE (Sep 20 2013)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\common\half-life 2\ep2\maps\airex13.bsp
Loaded alpha texture materials\Models\props_forest\fence_chicken_alpha.vtf
Loaded alpha texture materials\models\props_foliage\arbre01.vtf
Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_branches.vtf
Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves.vtf
Loaded alpha texture materials\models\props_foliage\arbre01.vtf
Loaded alpha texture materials\models\Cliffs\ferns01.vtf
Loaded alpha texture materials\models\props_foliage\rocks_vegetation.vtf
Loaded alpha texture materials\models\props_forest\fern01.vtf
Setting up ray-trace acceleration structure... Done (49.68 seconds)
9157 faces
13 degenerate faces
19765672 square feet [2846256640.00 square inches]
124 Displacements
806707 Square Feet [116165816.00 Square Inches]
9144 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
174042 patches after subdivision
63 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (152)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (243)
transfers 10839817, max 831
transfer lists: 82.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(568386, 554004, 366461)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(106552, 98568, 54541)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(23835, 21171, 10141)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5805, 5040, 2161)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1497, 1276, 496)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(411, 348, 125)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(117, 99, 33)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(35, 30, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(11, 9, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1933 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (30)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (100)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (115)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 67/1024 3216/49152 ( 6.5%)
brushes 1140/8192 13680/98304 (13.9%)
brushsides 11271/65536 90168/524288 (17.2%)
planes 14092/65536 281840/1310720 (21.5%)
vertexes 14646/65536 175752/786432 (22.3%)
nodes 7544/65536 241408/2097152 (11.5%)
texinfos 1480/12288 106560/884736 (12.0%)
texdata 163/2048 5216/65536 ( 8.0%)
dispinfos 124/0 21824/0 ( 0.0%)
disp_verts 7020/0 140400/0 ( 0.0%)
disp_tris 10688/0 21376/0 ( 0.0%)
disp_lmsamples 797052/0 797052/0 ( 0.0%)
faces 9157/65536 512792/3670016 (14.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3495/65536 195720/3670016 ( 5.3%)
leaves 7612/65536 243584/2097152 (11.6%)
leaffaces 10181/65536 20362/131072 (15.5%)
leafbrushes 4635/65536 9270/131072 ( 7.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 56866/512000 227464/2048000 (11.1%)
edges 32596/256000 130384/1024000 (12.7%)
LDR worldlights 63/8192 5544/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 692/32768 6920/327680 ( 2.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11241/65536 22482/131072 (17.2%)
cubemapsamples 37/1024 592/16384 ( 3.6%)
overlays 7/512 2464/180224 ( 1.4%)
LDR lightdata [variable] 13096436/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1519105/16777216 ( 9.1%)
entdata [variable] 176200/393216 (44.8%)
LDR ambient table 7612/65536 30448/262144 (11.6%)
HDR ambient table 7612/65536 30448/262144 (11.6%)
LDR leaf ambient 35204/65536 985712/1835008 (53.7%)
HDR leaf ambient 7612/65536 213136/1835008 (11.6%)
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] 1/1090064 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/48044 ( 0.0%)
pakfile [variable] 8968483/0 ( 0.0%)
physics [variable] 460946/4194304 (11.0%)
physics terrain [variable] 33118/1048576 ( 3.2%)
Level flags = 1
Total triangle count: 24164
Writing d:\steam\steamapps\common\half-life 2\ep2\maps\airex13.bsp
11 minutes, 54 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "d:\steam\steamapps\common\half-life 2\ep2\maps\airex13.bsp" "D:\Steam\SteamApps\common\Half-Life 2\ep2\maps\airex13.bsp"
** Executing...
** Command: "D:\Steam\SteamApps\common\Half-Life 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "D:\Steam\SteamApps\common\Half-Life 2\ep2" +map "airex13"
** Executing...
** Command: "D:\Steam\SteamApps\common\Half-Life 2\bin\vbsp_2013.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Half-Life 2\ep2" "d:\steam\steamapps\common\half-life 2\ep2\maps\airex13"
Valve Software - vbsp.exe (Jul 29 2013)
2 threads
materialPath: D:\Steam\SteamApps\common\Half-Life 2\ep2\materials
Loading d:\steam\steamapps\common\half-life 2\ep2\maps\airex13.vmf
material "nature/sandfloor006a" not found.
Material not found!: NATURE/SANDFLOOR006A
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "metal/metalceiling008a" not found.
Material not found!: METAL/METALCEILING008A
material "metal/metalhull009b" not found.
Material not found!: METAL/METALHULL009B
material "props/rubberfloor003a" not found.
Material not found!: PROPS/RUBBERFLOOR003A
material "lights/hidcool001a" not found.
Material not found!: LIGHTS/HIDCOOL001A
material "props/elevatorbutton001a" not found.
Material not found!: PROPS/ELEVATORBUTTON001A
material "props/hevcharger001a" not found.
Material not found!: PROPS/HEVCHARGER001A
material "props/healthcharger001a" not found.
Material not found!: PROPS/HEALTHCHARGER001A
material "vehicle/metaltank001b" not found.
Material not found!: VEHICLE/METALTANK001B
Could not locate 'GameData' key in d:\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/airex13/nature/blendgravelconc01_wvt_patch
Patching WVT material: maps/airex13/nature/blendpavedirt01_nodetail_wvt_patch
Patching WVT material: maps/airex13/nature/blendgrassdirt01_wvt_patch
Patching WVT material: maps/airex13/dev/dev_blendmeasure2_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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 432 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing d:\steam\steamapps\common\half-life 2\ep2\maps\airex13.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (460978 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2654 texinfos to 1480
Reduced 195 texdatas to 163 (7328 bytes to 6054)
Writing d:\steam\steamapps\common\half-life 2\ep2\maps\airex13.bsp
14 seconds elapsed