-hdr -StaticPropLighting -StaticPropPolys -TextureShadows -game $gamedir $path\$file
Вот полный лог компила:
Код: Выделить всё
** Executing...
** Command: "d:\program files\steam\steamapps\common\left 4 dead\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\common\left 4 dead\left4dead" "d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\police_octohber\elevator_2410"
Valve Software - vbsp.exe (Sep 30 2010)
2 threads
materialPath: d:\program files\steam\steamapps\common\left 4 dead\left4dead\materials
Loading d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\police_octohber\elevator_2410.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 62 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\police_octohber\elevator_2410.prt...Building visibility clusters...
done (0)
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) (87994 bytes)
Error! prop_static using model "models/props_wasteland/barricade001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/barricade001a.mdl"!
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 406 texinfos to 213
Reduced 70 texdatas to 62 (1974 bytes to 1727)
Writing d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\police_octohber\elevator_2410.bsp
0 seconds elapsed
** Executing...
** Command: "d:\program files\steam\steamapps\common\left 4 dead\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\common\left 4 dead\left4dead" "d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\police_octohber\elevator_2410"
Valve Software - vvis.exe (Sep 30 2010)
2 threads
reading d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\police_octohber\elevator_2410.bsp
reading d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\police_octohber\elevator_2410.prt
325 portalclusters
963 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 (8)
Optimized: 237 visible clusters (0.00%)
Total clusters visible: 48454
Average clusters visible: 149
Building PAS...
Average clusters audible: 324
visdatasize:28186 compressed from 31200
writing d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\police_octohber\elevator_2410.bsp
8 seconds elapsed
** Executing...
** Command: "d:\program files\steam\steamapps\common\left 4 dead\bin\vrad.exe"
** Parameters: -hdr -StaticPropLighting -StaticPropPolys -TextureShadows-game "d:\program files\steam\steamapps\common\left 4 dead\left4dead" "d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\police_octohber\elevator_2410"
Valve Software - vrad.exe SSE (Sep 30 2010)
Valve Radiosity Simulator
Command line: "d:\program files\steam\steamapps\common\left 4 dead\bin\vrad.exe" "-hdr" "-StaticPropLighting" "-StaticPropPolys" "-TextureShadows-game" "d:\program files\steam\steamapps\common\left 4 dead\left4dead" "d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\police_octohber\elevator_2410"
usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-fastambient : Per-leaf ambient sampling is lower quality to save compute time.
-final : High quality processing. equivalent to -extrasky 16.
-extrasky n : trace N times as many rays for indirect light and sky ambient.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-dumptrace : Write ray-tracing environment to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
-softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
Recommended values are between 0 and 5. Default is 0.
-FullMinidumps : Write large minidumps on crash.
-chop : Smallest number of luxel widths for a bounce patch, used on edges
-maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
-LargeDispSampleRadius: This can be used if there are splotches of bounced light
on terrain. The compile will take longer, but it will gather
light across a wider area.
-StaticPropLighting : generate backed static prop vertex lighting
-StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
-StaticPropNormals : when lighting static props, just show their normal vector
-textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
-noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
-nossprops : Globally disable self-shadowing on static props
** Executing...
** Command: Copy File
** Parameters: "d:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\police_octohber\elevator_2410.bsp" "d:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\elevator_2410.bsp"