все сделал по туторам....
Все получилось... Все лицензионное....
Но почему-то в Гамере ресурсы в виде предметов отображаються, а в самой игре нету их



[spoiler=""LOG""]** Executing...
** Command: "d:program filessteamsteamappsonus_ural96sourcesdkinorangeboxinvbsp.exe"
** Parameters: -game "d:program filessteamsteamappsonus_ural96half-life 2 episode twoep2" "c:hammerautosave1-1"
Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: d:program filessteamsteamappsonus_ural96half-life 2 episode twoep2materials
Loading c:hammerautosave1-1.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:hammerautosave1-1.prt...Building visibility clusters...
done (0)
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
Building Physics collision data...
done (0) (11270 bytes)
Error! prop_static using model "models/props_explosive/explosive_butane_can.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_explosive/explosive_butane_can.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 49 texinfos to 19
Reduced 5 texdatas to 5 (129 bytes to 129)
Writing c:hammerautosave1-1.bsp
0 seconds elapsed
** Executing...
** Command: "d:program filessteamsteamappsonus_ural96sourcesdkinorangeboxinvvis.exe"
** Parameters: -game "d:program filessteamsteamappsonus_ural96half-life 2 episode twoep2" "c:hammerautosave1-1"
Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading c:hammerautosave1-1.bsp
reading c:hammerautosave1-1.prt
18 portalclusters
35 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: 0 visible clusters (0.00%)
Total clusters visible: 244
Average clusters visible: 13
Building PAS...
Average clusters audible: 18
visdatasize:259 compressed from 288
writing c:hammerautosave1-1.bsp
0 seconds elapsed
** Executing...
** Command: "d:program filessteamsteamappsonus_ural96sourcesdkinorangeboxinvrad.exe"
** Parameters: -game "d:program filessteamsteamappsonus_ural96half-life 2 episode twoep2" "c:hammerautosave1-1"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:hammerautosave1-1.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
64 faces
14586 square feet [2100384.25 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
64 patches before subdivision
1510 patches after subdivision
2 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 111333, max 191
transfer lists: 0.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(6417, 6099, 5526)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1794, 1460, 1101)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(561, 416, 273)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(166, 110, 62)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(50, 30, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(15, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 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<0.0014 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 30/8192 360/98304 ( 0.4%)
brushsides 216/65536 1728/524288 ( 0.3%)
planes 174/65536 3480/1310720 ( 0.3%)
vertexes 163/65536 1956/786432 ( 0.2%)
nodes 66/65536 2112/2097152 ( 0.1%)
texinfos 19/12288 1368/884736 ( 0.2%)
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 64/65536 3584/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 42/65536 2352/3670016 ( 0.1%)
leaves 68/65536 2176/2097152 ( 0.1%)
leaffaces 68/65536 136/131072 ( 0.1%)
leafbrushes 80/65536 160/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 472/512000 1888/2048000 ( 0.1%)
edges 307/256000 1228/1024000 ( 0.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 3/32768 30/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 45/65536 90/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 47664/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 259/16777216 ( 0.0%)
entdata [variable] 5884/393216 ( 1.5%)
LDR ambient table 68/65536 272/262144 ( 0.1%)
HDR ambient table 68/65536 272/262144 ( 0.1%)
LDR leaf ambient 206/65536 5768/1835008 ( 0.3%)
HDR leaf ambient 68/65536 1904/1835008 ( 0.1%)
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] 105643/0 ( 0.0%)
physics [variable] 11270/4194304 ( 0.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 176
Writing c:hammerautosave1-1.bsp
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:hammerautosave1-1.bsp" "d:program filessteamsteamappsonus_ural96half-life 2 episode twoep2maps1-1.bsp"
** Executing...
** Command: "d:program filessteamsteamappsonus_ural96half-life 2 episode twohl2.exe"
** Parameters: -dev -console -allowdebug -game "d:program filessteamsteamappsonus_ural96half-life 2 episode twoep2" +map "1-1"[/spoiler]
Допер своим умом...Я уж думал озарения не будет...
каждый обьект относиться к своей группе... физические, статические и динамические...
ставишь физические, а по факту обьект динамический...
нужно зайти в настройки и поменять... и все покажет..
посмотреть к какому классу относится обьект можно на вкладке info