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- Starting a 'Fast' compile.
- Starting compilation of rp_downtown_civilgamers_v1e
- BuildFacelights: 0FIND [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\*.vpk]
- ADDING [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\cstrike_pak_000.vpk]
- Adding Path: [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike]
- FIND [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\*.vpk]
- ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_misc_000.vpk]
- ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_pak_000.vpk]
- ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_sound_misc_000.vpk]
- ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_sound_vo_english_000.vpk]
- ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_textures_000.vpk]
- Adding Path: [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2]
- Valve Software - vbsp.exe (Feb 12 2019)
- 16 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
- Loading C:\Users\Daniel\Desktop\decompile\rp_downtown_civilgamers\rp_downtown_civilgamers_v1e.vmf
- Can't find surfaceprop panel for material METAL/PRODVENTA, using default
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Can't find surfaceprop wet for material PLASTER/ROOFFLOOR_TAR01, using default
- Patching WVT material: maps/rp_downtown_civilgamers_v1e/nature/blendrockleaves_wvt_patch
- Patching WVT material: maps/rp_downtown_civilgamers_v1e/de_train/blendgrassdirt001a_wvt_patch
- Patching WVT material: maps/rp_downtown_civilgamers_v1e/nature/blendgrassgravel003a_wvt_patch
- Patching WVT material: maps/rp_downtown_civilgamers_v1e/nature/blendleavestrainyarddirt_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...
- 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...
- 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 (1)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- WARNING: node without a volume
- Processing areas...done (0)
- Building Faces...done (1)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 422 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (3)
- writing C:\Users\Daniel\Desktop\decompile\rp_downtown_civilgamers\rp_downtown_civilgamers_v1e.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_05*.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_05*.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) (2887972 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 15558 texinfos to 8006
- Reduced 1326 texdatas to 1081 (72057 bytes to 60171)
- Writing C:\Users\Daniel\Desktop\decompile\rp_downtown_civilgamers\rp_downtown_civilgamers_v1e.bsp
- 30 seconds elapsed
- FIND [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\*.vpk]
- ADDING [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\cstrike_pak_000.vpk]
- Adding Path: [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike]
- FIND [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\*.vpk]
- ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_misc_000.vpk]
- ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_pak_000.vpk]
- ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_sound_misc_000.vpk]
- ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_sound_vo_english_000.vpk]
- ADDING [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\hl2_textures_000.vpk]
- Adding Path: [C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2]
- Valve Software - vrad.exe SSE (Feb 12 2019)
- Valve Radiosity Simulator
- 16 threads
- [Reading texlights from 'lights.rad']
- [45 texlights parsed from 'lights.rad']
- Loading c:\users\daniel\desktop\decompile\rp_downtown_civilgamers\rp_downtown_civilgamers_v1e.bsp
- No vis information, direct lighting only.
- Setting up ray-trace acceleration structure... Done (10.45 seconds)
- 34967 faces
- 2 degenerate faces
- 23713234 square feet [3414705664.00 square inches]
- 249 Displacements
- 922012 Square Feet [132769792.00 Square Inches]
- sun extent from map=0.087156
- 1181 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (525)
- Build Patch/Sample Hash Table(s).....Done<0.3400 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 (61)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 361/1024 17328/49152 (35.3%)
- brushes 7953/16384 95436/196608 (48.5%)
- brushsides 51984/65536 415872/524288 (79.3%)
- planes 21124/65536 422480/1310720 (32.2%)
- vertexes 62293/65536 747516/786432 (95.1%) VERY FULL!
- nodes 22417/65536 717344/2097152 (34.2%)
- texinfos 8006/12288 576432/884736 (65.2%)
- texdata 1081/2048 34592/65536 (52.8%)
- dispinfos 249/0 43824/0 ( 0.0%)
- disp_verts 20169/0 403380/0 ( 0.0%)
- disp_tris 31872/0 63744/0 ( 0.0%)
- disp_lmsamples 1051372/0 1051372/0 ( 0.0%)
- faces 34967/65536 1958152/3670016 (53.4%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 15945/65536 892920/3670016 (24.3%)
- leaves 22779/65536 728928/2097152 (34.8%)
- leaffaces 43193/65536 86386/131072 (65.9%)
- leafbrushes 25835/65536 51670/131072 (39.4%)
- areas 36/1024 288/8192 ( 3.5%)
- surfedges 230671/512000 922684/2048000 (45.1%)
- edges 142697/256000 570788/1024000 (55.7%)
- LDR worldlights 1181/8192 103928/720896 (14.4%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 8/32768 96/393216 ( 0.0%)
- waterstrips 3307/32768 33070/327680 (10.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 55035/65536 110070/131072 (84.0%) VERY FULL!
- cubemapsamples 132/1024 2112/16384 (12.9%)
- overlays 57/512 20064/180224 (11.1%)
- LDR lightdata [variable] 43615988/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 0/16777216 ( 0.0%)
- entdata [variable] 1098729/393216 (279.4%) VERY FULL!
- LDR ambient table 22779/65536 91116/262144 (34.8%)
- HDR ambient table 22779/65536 91116/262144 (34.8%)
- LDR leaf ambient 96083/65536 2690324/1835008 (146.6%) VERY FULL!
- HDR leaf ambient 22779/65536 637812/1835008 (34.8%)
- 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] 1/303018 ( 0.0%)
- pakfile [variable] 14408395/0 ( 0.0%)
- physics [variable] 2887972/4194304 (68.9%)
- physics terrain [variable] 88505/1048576 ( 8.4%)
- Level flags = 0
- Total triangle count: 96754
- Writing c:\users\daniel\desktop\decompile\rp_downtown_civilgamers\rp_downtown_civilgamers_v1e.bsp
- 9 minutes, 58 seconds elapsed
- C:\Users\Daniel\Desktop\decompile\rp_downtown_civilgamers\rp_downtown_civilgamers_v1e.bsp -> C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_downtown_civilgamers_v1e.bsp
- 1 File(s) copied
- 'Fast' compile finished in 00:10:29
- 17 errors/warnings logged:
- 17 errors/warnings logged for rp_downtown_civilgamers_v1e:
- ● 17x: Info: Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial!
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