Crush писал(а):Nodraw-текстуры? :crazy:
НЕт!
там нормальные concretewall*ы стоят, когда я к стенам подхожу - они появляются, отхожу - исчезают :Search:
В логе вроде ниче интересного... :%)

** Executing...
** Command: "d:\steam\steamapps\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\team fortress 2\tf" "D:\Steam\steamapps\my Maps\cp_my_tf2map"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\steam\steamapps\team fortress 2\tf\materials
Loading D:\Steam\steamapps\my Maps\cp_my_tf2map.vmf
Patching WVT material: maps/cp_my_tf2map/nature/blendgroundtogravel004_wvt_patch
Patching WVT material: maps/cp_my_tf2map/nature/blendrockground005_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 (0)
Find Visible Detail Sides...
Merged 268 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\my Maps\cp_my_tf2map.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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
Overlay touching too many faces (touching 86, max 64)
Overlay tools/toolsplayerclip at 4228.0 -234.2 -2295.0
** Executing...
** Command: "d:\steam\steamappssourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steam\riddik127\team fortress 2\tf" -fast "D:\Steam\steamapps\my Maps\cp_my_tf2map"
Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
2 threads
reading d:\steam\steamapps\my maps\cp_my_tf2map.bsp
reading d:\steam\steamapps\my maps\cp_my_tf2map.prt
1600 portalclusters
5128 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 135911 visible clusters (0.00%)
Total clusters visible: 1983977
Average clusters visible: 1239
Building PAS...
Average clusters audible: 1582
visdatasize:629705 compressed from 640000
writing d:\steam\steamapps\my maps\cp_my_tf2map.bsp
3 seconds elapsed
** Executing...
** Command: "d:\steam\steamapps\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\steam\steamapps\team fortress 2\tf" -noextra "D:\Steam\steamapps\my Maps\cp_my_tf2map"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\my maps\cp_my_tf2map.bsp
Setting up ray-trace acceleration structure... Done (3.36 seconds)
5537 faces
3 degenerate faces
2036187 square feet [293210944.00 square inches]
1 Displacements
0 Square Feet [11.79 Square Inches]
5534 patches before subdivision
62294 patches after subdivision
sun extent from map=0.087156
101 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (36)
transfers 3173552, max 466
transfer lists: 24.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(244308, 172149, 144718)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(64219, 39946, 28432)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(20879, 11609, 7326)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(7973, 3961, 2217)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3295, 1479, 748)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1461, 598, 272)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(681, 253, 104)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(328, 111, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(163, 50, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(82, 23, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(42, 11, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(22, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(11, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(6, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0417 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (17)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 19/1024 912/49152 ( 1.9%)
brushes 1019/8192 12228/98304 (12.4%)
brushsides 7629/65536 61032/524288 (11.6%)
planes 6432/65536 128640/1310720 ( 9.8%)
vertexes 10120/65536 121440/786432 (15.4%)
nodes 3359/65536 107488/2097152 ( 5.1%)
texinfos 1605/12288 115560/884736 (13.1%)
texdata 128/2048 4096/65536 ( 6.3%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 18/0 18/0 ( 0.0%)
faces 5537/65536 310072/3670016 ( 8.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2842/65536 159152/3670016 ( 4.3%)
leaves 3379/65536 108128/2097152 ( 5.2%)
leaffaces 7860/65536 15720/131072 (12.0%)
leafbrushes 3749/65536 7498/131072 ( 5.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 38919/512000 155676/2048000 ( 7.6%)
edges 23384/256000 93536/1024000 ( 9.1%)
LDR worldlights 101/8192 8888/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 754/32768 7540/327680 ( 2.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12957/65536 25914/131072 (19.8%)
cubemapsamples 42/1024 672/16384 ( 4.1%)
overlays 39/512 13728/180224 ( 7.6%)
LDR lightdata [variable] 3044080/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 629705/16777216 ( 3.8%)
entdata [variable] 80784/393216 (20.5%)
LDR ambient table 3379/65536 13516/262144 ( 5.2%)
HDR ambient table 3379/65536 13516/262144 ( 5.2%)
LDR leaf ambient 13360/65536 374080/1835008 (20.4%)
HDR leaf ambient 3379/65536 94612/1835008 ( 5.2%)
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] 1/44210 ( 0.0%)
pakfile [variable] 4560167/0 ( 0.0%)
physics [variable] 369421/4194304 ( 8.8%)
physics terrain [variable] 144/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 16499
Writing d:\steam\steamapps\my maps\cp_my_tf2map.bsp
1 minute, 28 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\my Maps\cp_my_tf2map.bsp" "d:\steam\steamapps\team fortress 2\tf\maps\cp_my_tf2map.bsp"
....чуствую мапа уйдет в корзину