** Executing...
** Command: "e:\valve\steam\steamapps\<name>\sourcesdk\bin\ora ngebox\bin\vbsp.exe"
** Parameters: -game "e:\valve\steam\steamapps\<name>\counter-strike source\cstrike" "E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
8 threads
materialPath: e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\materials
Loading E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/ba_jail_electric_ext-fix_v4/nature/blenddirtgrass001a_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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...error: material CONCRETE/CONCRETEWALL019A doesn't have a $bottommaterial
error: material CONCRETE/CONCRETEWALL019A doesn't have a $bottommaterial
done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 2464 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.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 (2) (1057580 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4974 texinfos to 2747
Reduced 462 texdatas to 382 (25175 bytes to 21250)
Writing E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.bsp
8 seconds elapsed
** Executing...
** Command: "e:\valve\steam\steamapps\<name>\sourcesdk\bin\ora ngebox\bin\vvis.exe"
** Parameters: -game "e:\valve\steam\steamapps\<name>\counter-strike source\cstrike" -fast "E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4"
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
8 threads
reading e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.bsp
reading e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.prt
2277 portalclusters
7886 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 289125 visible clusters (0.00%)
Total clusters visible: 3221598
Average clusters visible: 1414
Building PAS...
Average clusters audible: 2133
visdatasize:1205916 compressed from 1311552
writing e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.bsp
3 seconds elapsed
** Executing...
** Command: "e:\valve\steam\steamapps\<name>\sourcesdk\bin\ora ngebox\bin\vrad.exe"
** Parameters: -game "e:\valve\steam\steamapps\<name>\counter-strike source\cstrike" -noextra "E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.bsp
Setting up ray-trace acceleration structure... Done (3.65 seconds)
11769 faces
15 degenerate faces
1921889 square feet [276752064.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
11754 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
134526 patches after subdivision
sun extent from map=0.000000
511 direct lights
BuildFacelights: 0...1.
WARNING: Too many light styles on a face at (-2458.133301, -257.000000, -205.333328)
.
WARNING: Too many light styles on a face at (-1063.936157, 1640.500000, -55.263947)
WARNING: Too many light styles on a face at (-1065.550049, 1640.500000, -41.939209)
WARNING: Too many light styles on a face at (-1060.390991, 1663.500122, -67.156174)
.2...3..
WARNING: Too many light styles on a face at (-1464.000000, 2863.000000, -276.000000)
WARNING: Too many light styles on a face at (-1336.000000, 2863.000000, -368.000000)
.
WARNING: Too many light styles on a face at (-568.000000, 2360.000000, -269.000000)
4
WARNING: Too many light styles on a face at (-1464.000000, 2856.000000, -269.000000)
WARNING: Too many light styles on a face at (-1160.000000, 2360.000000, -269.000000)
WARNING: Too many light styles on a face at (-1288.001221, 2600.000000, -269.000000)
WARNING: Too many light styles on a face at (-1972.000000, 2052.000000, 535.000000)
WARNING: Too many light styles on a face at (-1972.000000, 2548.000000, 535.000000)
WARNING: Too many light styles on a face at (-1972.000000, 3047.000000, 528.000000)
WARNING: Too many light styles on a face at (-1972.000000, 3047.000000, 264.500000)
WARNING: Too many light styles on a face at (-1975.000000, 2616.000000, 264.500000)
WARNING: Too many light styles on a face at (-1975.000000, 2052.000000, 528.000000)
WARNING: Too many light styles on a face at (-1975.000000, 2548.000000, 528.000000)
WARNING: Too many light styles on a face at (-1592.000000, 3040.000000, -263.000000)
WARNING: Too many light styles on a face at (-1972.000000, 3047.000000, 168.500000)
WARNING: Too many light styles on a face at (-1975.000000, 2800.000000, 168.500000)
WARNING: Too many light styles on a face at (-1464.000000, 2863.000000, -267.000000)
WARNING: Too many light styles on a face at (-1464.000000, 2863.000000, -271.000000)
WARNING: Too many light styles on a face at (-1016.000000, 2040.000000, -269.000000)
WARNING: Too many light styles on a face at (-1016.000000, 1361.000000, 168.500000)
WARNING: Too many light styles on a face at (-536.000488, 1361.000000, 240.000000)
.
WARNING: Too many light styles on a face at (-1270.000000, 1356.000000, 264.000000)
WARNING: Too many light styles on a face at (-1972.000000, 1984.000000, 535.000000)
WARNING: Too many light styles on a face at (-1864.000000, 1808.000000, 535.000000)
WARNING: Too many light styles on a face at (-1592.000000, 1361.000000, 528.000000)
WARNING: Too many light styles on a face at (-1032.000000, 1361.000000, 464.000000)
WARNING: Too many light styles on a face at (-1112.000000, 1361.000000, 264.500000)
WARNING: Too many light styles on a face at (-1144.000000, 1361.000000, 264.500000)
WARNING: Too many light styles on a face at (-1269.500000, 1348.000000, 264.000000)
WARNING: Too many light styles on a face at (-1270.000000, 1340.000000, 264.000000)
WARNING: Too many light styles on a face at (-1112.000000, 1361.000000, 169.531006)
WARNING: Too many light styles on a face at (-1144.000000, 1361.000000, 169.531006)
WARNING: Too many light styles on a face at (-1160.000000, 1361.000000, 168.500000)
.
WARNING: Too many light styles on a face at (-1096.000000, 2040.000000, -269.000000)
.5...6...7...
WARNING: Too many light styles on a face at (-1270.000000, 1361.000000, 264.500000)
8.
WARNING: Too many light styles on a face at (-1480.000000, 2868.000000, -262.000000)
WARNING: Too many light styles on a face at (-1464.000000, 2863.000000, -263.500000)
..9...
WARNING: Too many light styles on a face at (-1481.000000, 2869.500000, -263.000000)
WARNING: Too many light styles on a face at (-1177.000000, 2373.500000, -263.000000)
WARNING: Too many light styles on a face at (-1301.000244, 2616.000000, -263.000000)
10 (19)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
transfers 24748472, max 856
transfer lists: 188.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(595352, 552134, 508594)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(137620, 123372, 104659)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(42483, 36203, 29179)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(17418, 14498, 11807)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(9428, 7981, 6777)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(6159, 5391, 4750)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(4454, 4012, 3613)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(3384, 3110, 2831)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(2635, 2453, 2242)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2079, 1950, 1783)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1651, 1556, 1419)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1317, 1244, 1131)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(1054, 995, 901)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(844, 797, 718)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(677, 639, 573)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(544, 512, 456)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(436, 410, 364)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(351, 329, 290)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(282, 263, 231)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(226, 211, 184)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(182, 169, 147)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(146, 136, 117)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #23 added RGB(117, 109, 93)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(94, 87, 74)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(76, 70, 59)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #26 added RGB(61, 56, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(49, 45, 38)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(39, 36, 30)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(32, 29, 24)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(25, 23, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(20, 18, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(16, 15, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #33 added RGB(13, 12, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(11, 10, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(9, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(7, 6, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(6, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(4, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(4, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #40 added RGB(3, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #41 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #42 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #43 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #44 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #45 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0462 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 346/1024 16608/49152 (33.8%)
brushes 2468/8192 29616/98304 (30.1%)
brushsides 22283/65536 178264/524288 (34.0%)
planes 24688/65536 493760/1310720 (37.7%)
vertexes 21739/65536 260868/786432 (33.2%)
nodes 7194/65536 230208/2097152 (11.0%)
texinfos 2747/12288 197784/884736 (22.4%)
texdata 382/2048 12224/65536 (18.7%)
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 11769/65536 659064/3670016 (18.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8234/65536 461104/3670016 (12.6%)
leaves 7541/65536 241312/2097152 (11.5%)
leaffaces 15573/65536 31146/131072 (23.8%)
leafbrushes 4841/65536 9682/131072 ( 7.4%)
areas 5/256 40/2048 ( 2.0%)
surfedges 90218/512000 360872/2048000 (17.6%)
edges 54727/256000 218908/1024000 (21.4%)
LDR worldlights 511/8192 44968/720896 ( 6.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 18/32768 216/393216 ( 0.1%)
waterstrips 1365/32768 13650/327680 ( 4.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 22134/65536 44268/131072 (33.8%)
cubemapsamples 28/1024 448/16384 ( 2.7%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 8059024/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1205916/16777216 ( 7.2%)
entdata [variable] 666378/393216 (169.5%) VERY FULL!
LDR ambient table 7541/65536 30164/262144 (11.5%)
HDR ambient table 7541/65536 30164/262144 (11.5%)
LDR leaf ambient 26180/65536 733040/1835008 (39.9%)
HDR leaf ambient 7541/65536 211148/1835008 (11.5%)
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] 1/20658 ( 0.0%)
pakfile [variable] 2632238/0 ( 0.0%)
physics [variable] 1057580/4194304 (25.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 32611
Writing e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.bsp
1 minute, 25 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.bsp" "e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\maps\ba_jail_electric_ext-fix_v4.bsp"
Lesezeichen