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  1. Building Physics collision data...
  2. done (0) (116280 bytes)
  3. Unable to load vertex data "models/ares\shelf_a.vvd"
  4.  
  5.  
  6. ** Executing...
  7. ** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vvis.exe"
  8. ** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "c:\users\user\documents\facility"
  9.  
  10. Valve Software - vvis.exe (Jan 9 2023)
  11. mount.cfg adding path: 'D:\SteamLibrary\steamapps\common\Counter-Strike Source\cstrike'
  12. 4 threads
  13. reading c:\users\user\documents\facility.bsp
  14. reading c:\users\user\documents\facility.prt
  15. 462 portalclusters
  16. 1372 numportals
  17. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
  18. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
  19. Optimized: 514 visible clusters (0.99%)
  20. Total clusters visible: 51884
  21. Average clusters visible: 112
  22. Building PAS...
  23. Average clusters audible: 214
  24. visdatasize:49568 compressed from 59136
  25. writing c:\users\user\documents\facility.bsp
  26. 2 seconds elapsed
  27.  
  28. ** Executing...
  29. ** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vrad.exe"
  30. ** Parameters: -both -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "c:\users\user\documents\facility"
  31.  
  32. Valve Software - vrad.exe SSE (Jan 9 2023)
  33.  
  34. Valve Radiosity Simulator
  35. mount.cfg adding path: 'D:\SteamLibrary\steamapps\common\Counter-Strike Source\cstrike'
  36. 4 threads
  37. [Reading texlights from 'lights.rad']
  38. [45 texlights parsed from 'lights.rad']
  39.  
  40. Loading c:\users\user\documents\facility.bsp
  41. PREP OK
  42. Setting up ray-trace acceleration structure... Done (0.24 seconds)
  43. 1290 faces
  44. 102619 square feet [14777169.00 square inches]
  45. 0 Displacements
  46. 0 Square Feet [0.00 Square Inches]
  47. 1290 patches before subdivision
  48. 17276 patches after subdivision
  49. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  50. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  51. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  52. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  53. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  54. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  55. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  56. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  57. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  58. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  59. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  60. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  61. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  62. light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.000000
  63. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  64. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  65. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  66. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  67. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  68. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  69. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  70. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  71. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  72. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  73. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  74. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  75. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  76. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  77. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  78. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  79. 36 direct lights
  80. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
  81. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
  82. transfers 1104924, max 362
  83. transfer lists: 8.4 megs
  84. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  85. Bounce #1 added RGB(5646, 4606, 3457)
  86. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  87. Bounce #2 added RGB(1354, 1060, 703)
  88. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  89. Bounce #3 added RGB(366, 271, 159)
  90. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  91. Bounce #4 added RGB(108, 75, 39)
  92. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  93. Bounce #5 added RGB(35, 23, 11)
  94. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  95. Bounce #6 added RGB(12, 7, 3)
  96. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  97. Bounce #7 added RGB(4, 2, 1)
  98. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  99. Bounce #8 added RGB(2, 1, 0)
  100. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  101. Bounce #9 added RGB(1, 0, 0)
  102. Build Patch/Sample Hash Table(s).....Done<0.0040 sec>
  103. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
  104. FinalLightFace Done
  105. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  106. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  107. Writing leaf ambient...done
  108. Ready to Finish
  109.  
  110. Object names Objects/Maxobjs Memory / Maxmem Fullness
  111. ------------ --------------- --------------- --------
  112. models 9/4096 432/196608 ( 0.2%)
  113. brushes 335/16384 4020/196608 ( 2.0%)
  114. brushsides 2154/163840 17232/1310720 ( 1.3%)
  115. planes 830/65536 16600/1310720 ( 1.3%)
  116. vertexes 2559/65536 30708/786432 ( 3.9%)
  117. nodes 1006/65536 32192/2097152 ( 1.5%)
  118. texinfos 222/12288 15984/884736 ( 1.8%)
  119. texdata 49/2048 1568/65536 ( 2.4%)
  120. dispinfos 0/0 0/0 ( 0.0%)
  121. disp_verts 0/0 0/0 ( 0.0%)
  122. disp_tris 0/0 0/0 ( 0.0%)
  123. disp_lmsamples 0/0 0/0 ( 0.0%)
  124. faces 1290/65536 72240/3670016 ( 2.0%)
  125. hdr faces 1290/65536 72240/3670016 ( 2.0%)
  126. origfaces 799/65536 44744/3670016 ( 1.2%)
  127. leaves 1016/65536 32512/2097152 ( 1.6%)
  128. leaffaces 1616/65536 3232/131072 ( 2.5%)
  129. leafbrushes 560/65536 1120/131072 ( 0.9%)
  130. areas 2/1024 16/8192 ( 0.2%)
  131. surfedges 9400/512000 37600/2048000 ( 1.8%)
  132. edges 5569/256000 22276/1024000 ( 2.2%)
  133. LDR worldlights 36/8192 3168/720896 ( 0.4%)
  134. HDR worldlights 36/8192 3168/720896 ( 0.4%)
  135. leafwaterdata 0/32768 0/393216 ( 0.0%)
  136. waterstrips 186/32768 1860/327680 ( 0.6%)
  137. waterverts 0/65536 0/786432 ( 0.0%)
  138. waterindices 3057/65536 6114/131072 ( 4.7%)
  139. cubemapsamples 0/1024 0/16384 ( 0.0%)
  140. overlays 0/1024 0/360448 ( 0.0%)
  141. LDR lightdata [variable] 1140660/0 ( 0.0%)
  142. HDR lightdata [variable] 1140660/0 ( 0.0%)
  143. visdata [variable] 49568/16777216 ( 0.3%)
  144. entdata [variable] 31022/393216 ( 7.9%)
  145. LDR ambient table 1016/65536 4064/262144 ( 1.6%)
  146. HDR ambient table 1016/65536 4064/262144 ( 1.6%)
  147. LDR leaf ambient 3465/65536 97020/1835008 ( 5.3%)
  148. HDR leaf ambient 3465/65536 97020/1835008 ( 5.3%)
  149. occluders 0/0 0/0 ( 0.0%)
  150. occluder polygons 0/0 0/0 ( 0.0%)
  151. occluder vert ind 0/0 0/0 ( 0.0%)
  152. detail props [variable] 1/12 ( 8.3%)
  153. static props [variable] 1/7090 ( 0.0%)
  154. pakfile [variable] 211564/0 ( 0.0%)
  155. physics [variable] 115671/4194304 ( 2.8%)
  156. physics terrain [variable] 2/1048576 ( 0.0%)
  157.  
  158. Level flags = 0
  159.  
  160. Total triangle count: 3630
  161. Writing c:\users\user\documents\facility.bsp
  162. 5 seconds elapsed
  163. Valve Software - vrad.exe SSE (Jan 9 2023)
  164.  
  165. Valve Radiosity Simulator
  166. mount.cfg adding path: 'D:\SteamLibrary\steamapps\common\Counter-Strike Source\cstrike'
  167. 4 threads
  168. [Reading texlights from 'lights.rad']
  169. [45 texlights parsed from 'lights.rad']
  170.  
  171. Loading c:\users\user\documents\facility.bsp
  172. PREP OK
  173. Setting up ray-trace acceleration structure... Done (0.26 seconds)
  174. 1290 faces
  175. 102619 square feet [14777169.00 square inches]
  176. 0 Displacements
  177. 0 Square Feet [0.00 Square Inches]
  178. 1290 patches before subdivision
  179. 17276 patches after subdivision
  180. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  181. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  182. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  183. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  184. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  185. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  186. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  187. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  188. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  189. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  190. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  191. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  192. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  193. light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.000000
  194. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  195. light has _fifty_percent_distance of 65.000000 but _zero_percent_distance of 0.000000
  196. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  197. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  198. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  199. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  200. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  201. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  202. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  203. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  204. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  205. light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
  206. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  207. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  208. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  209. light has _fifty_percent_distance of 70.000000 but _zero_percent_distance of 0.000000
  210. 36 direct lights
  211. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
  212. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
  213. transfers 1104924, max 362
  214. transfer lists: 8.4 megs
  215. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  216. Bounce #1 added RGB(5646, 4606, 3457)
  217. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  218. Bounce #2 added RGB(1354, 1060, 703)
  219. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  220. Bounce #3 added RGB(366, 271, 159)
  221. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  222. Bounce #4 added RGB(108, 75, 39)
  223. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  224. Bounce #5 added RGB(35, 23, 11)
  225. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  226. Bounce #6 added RGB(12, 7, 3)
  227. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  228. Bounce #7 added RGB(4, 2, 1)
  229. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  230. Bounce #8 added RGB(2, 1, 0)
  231. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  232. Bounce #9 added RGB(1, 0, 0)
  233. Build Patch/Sample Hash Table(s).....Done<0.0043 sec>
  234. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
  235. FinalLightFace Done
  236. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  237. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
  238. Writing leaf ambient...done
  239. Ready to Finish
  240.  
  241. Object names Objects/Maxobjs Memory / Maxmem Fullness
  242. ------------ --------------- --------------- --------
  243. models 9/4096 432/196608 ( 0.2%)
  244. brushes 335/16384 4020/196608 ( 2.0%)
  245. brushsides 2154/163840 17232/1310720 ( 1.3%)
  246. planes 830/65536 16600/1310720 ( 1.3%)
  247. vertexes 2559/65536 30708/786432 ( 3.9%)
  248. nodes 1006/65536 32192/2097152 ( 1.5%)
  249. texinfos 222/12288 15984/884736 ( 1.8%)
  250. texdata 49/2048 1568/65536 ( 2.4%)
  251. dispinfos 0/0 0/0 ( 0.0%)
  252. disp_verts 0/0 0/0 ( 0.0%)
  253. disp_tris 0/0 0/0 ( 0.0%)
  254. disp_lmsamples 0/0 0/0 ( 0.0%)
  255. faces 1290/65536 72240/3670016 ( 2.0%)
  256. hdr faces 1290/65536 72240/3670016 ( 2.0%)
  257. origfaces 799/65536 44744/3670016 ( 1.2%)
  258. leaves 1016/65536 32512/2097152 ( 1.6%)
  259. leaffaces 1616/65536 3232/131072 ( 2.5%)
  260. leafbrushes 560/65536 1120/131072 ( 0.9%)
  261. areas 2/1024 16/8192 ( 0.2%)
  262. surfedges 9400/512000 37600/2048000 ( 1.8%)
  263. edges 5569/256000 22276/1024000 ( 2.2%)
  264. LDR worldlights 36/8192 3168/720896 ( 0.4%)
  265. HDR worldlights 36/8192 3168/720896 ( 0.4%)
  266. leafwaterdata 0/32768 0/393216 ( 0.0%)
  267. waterstrips 186/32768 1860/327680 ( 0.6%)
  268. waterverts 0/65536 0/786432 ( 0.0%)
  269. waterindices 3057/65536 6114/131072 ( 4.7%)
  270. cubemapsamples 0/1024 0/16384 ( 0.0%)
  271. overlays 0/1024 0/360448 ( 0.0%)
  272. LDR lightdata [variable] 1140660/0 ( 0.0%)
  273. HDR lightdata [variable] 1140660/0 ( 0.0%)
  274. visdata [variable] 49568/16777216 ( 0.3%)
  275. entdata [variable] 31022/393216 ( 7.9%)
  276. LDR ambient table 1016/65536 4064/262144 ( 1.6%)
  277. HDR ambient table 1016/65536 4064/262144 ( 1.6%)
  278. LDR leaf ambient 3465/65536 97020/1835008 ( 5.3%)
  279. HDR leaf ambient 3465/65536 97020/1835008 ( 5.3%)
  280. occluders 0/0 0/0 ( 0.0%)
  281. occluder polygons 0/0 0/0 ( 0.0%)
  282. occluder vert ind 0/0 0/0 ( 0.0%)
  283. detail props [variable] 1/12 ( 8.3%)
  284. static props [variable] 1/7090 ( 0.0%)
  285. pakfile [variable] 211564/0 ( 0.0%)
  286. physics [variable] 115671/4194304 ( 2.8%)
  287. physics terrain [variable] 2/1048576 ( 0.0%)
  288.  
  289. Level flags = 0
  290.  
  291. Total triangle count: 3630
  292. Writing c:\users\user\documents\facility.bsp
  293. 6 seconds elapsed
  294.  
  295. ** Executing...
  296. ** Command: Copy File
  297. ** Parameters: "c:\users\user\documents\facility.bsp" "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\facility.bsp"
  298.  
  299.  
  300. ** Executing...
  301. ** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\hl2.exe"
  302. ** Parameters: -dev -console -allowdebug -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" +map "facility"
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