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  1. Welcome to VBCT
  2. Session Date: den 14 juli 2011, 19:55:33
  3. VBCT Version: 1.0s
  4.  
  5. Engine detected from registry: EP2/OB
  6. Selected MOD = half-life 2: episode two
  7. Game name read from GameInfo.txt file: HALF-LIFE 2
  8. appid read from GameInfo.txt file: 420
  9.  
  10. Available EP1 Source2006 Games:
  11. Half-Life 2: Deathmatch
  12.  
  13. Available EP2 Source2007 Games:
  14.  
  15. Available EP2/Orangebox Source2009 Games:
  16. Half-Life 2
  17. Half-Life 2: Episode One
  18. Half-Life 2: Episode Two
  19. Portal
  20. Team Fortress 2
  21. Day of Defeat: Source
  22. Counter-Strike: Source
  23.  
  24.  
  25. Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
  26. Steam will likely prevent it from compiling there.
  27. Move your VMF to somewhere else like C:\mapsrc
  28.  
  29. Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  30.  
  31. Map File Selected: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  32. There is no Custom Profile to load: C:\Users\Stinger21\Desktop\VBCT\rp_SkyHigh.pro
  33. HDR will be enabled for compiles!
  34. NOTE: You should typically always have LDR enabled with HDR.
  35.  
  36. Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
  37. Steam will likely prevent it from compiling there.
  38. Move your VMF to somewhere else like C:\mapsrc
  39.  
  40. Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  41.  
  42. Full Compile Selected!
  43.  
  44. NOTE: old vbsp log file deleted: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vbsp_old.log
  45. NOTE: old vvis log file deleted: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vvis_old.log
  46.  
  47. NOTE: existing vbsp log file renamed to : C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vbsp_old.log
  48. Compile Start Time: den 14 juli 2011, 19:55:43
  49.  
  50. -------------- Start Compile BSP ----------------
  51. VBSP Started, Please Wait!
  52.  
  53. VBSP: c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh"
  54.  
  55. Valve Software - vbsp.exe (Jul 7 2010)
  56. 2 threads
  57. materialPath: c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\materials
  58. Loading C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  59. Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_02, using default
  60. Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_03, using default
  61. Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_01, using default
  62. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\gameinfo.txt
  63. Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_wvt_patch
  64. Patching WVT material: maps/rp_skyhigh/nature/blenddirtgravel01_wvt_patch
  65. Patching WVT material: maps/rp_skyhigh/stone/blendplast_stone01_wvt_patch
  66. Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_noprop_wvt_patch
  67. fixing up env_cubemap materials on brush sides...
  68. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  69. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  70. Processing areas...done (0)
  71. Building Faces...done (0)
  72. Chop Details...done (1)
  73. Find Visible Detail Sides...
  74. Merged 6392 detail faces...done (7)
  75. Merging details...done (1)
  76. FixTjuncs...
  77. PruneNodes...
  78. WriteBSP...
  79. done (2)
  80. writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt...Building visibility clusters...
  81. done (0)
  82. Creating default LDR cubemaps for env_cubemap using skybox materials:
  83. skybox/mpa115*.vmt
  84. ! Run buildcubemaps in the engine to get the correct cube maps.
  85. Creating default HDR cubemaps for env_cubemap using skybox materials:
  86. skybox/mpa115*.vmt
  87. ! Run buildcubemaps in the engine to get the correct cube maps.
  88. Finding displacement neighbors...
  89. Finding lightmap sample positions...
  90. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  91. Building Physics collision data...
  92. done (4) (1197694 bytes)
  93. Static prop models/props_trainstation/bench_indoor001a.mdl outside the map (3280.00, -4328.00, 10867.20)
  94. Static prop models/props_trainstation/trashcan_indoor001b.mdl outside the map (3088.00, -4280.00, 10868.30)
  95. Static prop models/props_trainstation/bench_indoor001a.mdl outside the map (3280.00, -4424.00, 10867.20)
  96. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  97. Water found with no water_lod_control entity, creating a default one.
  98. Compacting texture/material tables...
  99. Reduced 13088 texinfos to 6326
  100. Reduced 266 texdatas to 170 (12092 bytes to 8106)
  101. Writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  102. 44 seconds elapsed
  103.  
  104. Compile Complete for this module.
  105. VBSP Completed: den 14 juli 2011, 19:56:33
  106. VBSP: Compile time: 44 seconds elapsed
  107.  
  108. -------------- Start Compile VVIS ----------------
  109. VVIS Started, Please Wait!
  110.  
  111. VVIS: c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh"
  112.  
  113. Valve Software - vvis.exe (Jul 7 2010)
  114. 2 threads
  115. reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  116. reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt
  117. 243 portalclusters
  118. 1024 numportals
  119. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  120. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (191)
  121. Optimized: 137 visible clusters (0.00%)
  122. Total clusters visible: 35261
  123. Average clusters visible: 145
  124. Building PAS...
  125. Average clusters audible: 238
  126. visdatasize:16808 compressed from 15552
  127. writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  128. 3 minutes, 12 seconds elapsed
  129.  
  130. Compile Complete for this module.
  131. VVIS Completed: den 14 juli 2011, 19:59:46
  132. VVIS: Compile time: 3 minutes, 12 seconds elapsed
  133.  
  134. -------------- Start Compile VRAD ----------------
  135. VRAD Started, Please Wait!
  136.  
  137. VRAD: c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\vrad.exe -both -game "c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh"
  138.  
  139. Valve Software - vrad.exe SSE (Jul 7 2010)
  140.  
  141. Valve Radiosity Simulator
  142. 2 threads
  143. [Reading texlights from 'lights.rad']
  144. [48 texlights parsed from 'lights.rad']
  145.  
  146. Loading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  147. Setting up ray-trace acceleration structure... Done (12.99 seconds)
  148. 17442 faces
  149. 36 degenerate faces
  150. 21391475 square feet [3080372480.00 square inches]
  151. 246 Displacements
  152. 265274 Square Feet [38199536.00 Square Inches]
  153. 17406 patches before subdivision
  154. 91874 patches after subdivision
  155. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  156. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  157. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  158. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  159. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  160. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  161. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  162. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  163. sun extent from map=0.000000
  164. 150 direct lights
  165. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (249)
  166. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (470)
  167. transfers 17713426, max 2600
  168. transfer lists: 135.1 megs
  169. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  170. Bounce #1 added RGB(113753, 102222, 70947)
  171. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  172. Bounce #2 added RGB(14108, 8471, 4596)
  173. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  174. Bounce #3 added RGB(1800, 877, 525)
  175. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  176. Bounce #4 added RGB(448, 127, 73)
  177. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  178. Bounce #5 added RGB(96, 19, 11)
  179. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  180. Bounce #6 added RGB(30, 3, 2)
  181. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  182. Bounce #7 added RGB(7, 1, 0)
  183. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  184. Bounce #8 added RGB(2, 0, 0)
  185. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  186. Bounce #9 added RGB(1, 0, 0)
  187. Build Patch/Sample Hash Table(s).....Done<0.0642 sec>
  188. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (42)
  189. FinalLightFace Done
  190. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  191. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (122)
  192. Writing leaf ambient...done
  193. Ready to Finish
  194.  
  195. Object names Objects/Maxobjs Memory / Maxmem Fullness
  196. ------------ --------------- --------------- --------
  197. models 13/1024 624/49152 ( 1.3%)
  198. brushes 3630/8192 43560/98304 (44.3%)
  199. brushsides 40698/65536 325584/524288 (62.1%)
  200. planes 51762/65536 1035240/1310720 (79.0%)
  201. vertexes 29612/65536 355344/786432 (45.2%)
  202. nodes 5884/65536 188288/2097152 ( 9.0%)
  203. texinfos 6326/12288 455472/884736 (51.5%)
  204. texdata 170/2048 5440/65536 ( 8.3%)
  205. dispinfos 246/0 43296/0 ( 0.0%)
  206. disp_verts 12438/0 248760/0 ( 0.0%)
  207. disp_tris 19008/0 38016/0 ( 0.0%)
  208. disp_lmsamples 1081452/0 1081452/0 ( 0.0%)
  209. faces 17442/65536 976752/3670016 (26.6%)
  210. hdr faces 0/65536 0/3670016 ( 0.0%)
  211. origfaces 11349/65536 635544/3670016 (17.3%)
  212. leaves 5898/65536 188736/2097152 ( 9.0%)
  213. leaffaces 19841/65536 39682/131072 (30.3%)
  214. leafbrushes 6823/65536 13646/131072 (10.4%)
  215. areas 2/256 16/2048 ( 0.8%)
  216. surfedges 135011/512000 540044/2048000 (26.4%)
  217. edges 78988/256000 315952/1024000 (30.9%)
  218. LDR worldlights 150/8192 13200/720896 ( 1.8%)
  219. HDR worldlights 0/8192 0/720896 ( 0.0%)
  220. leafwaterdata 3/32768 36/393216 ( 0.0%)
  221. waterstrips 1990/32768 19900/327680 ( 6.1%)
  222. waterverts 0/65536 0/786432 ( 0.0%)
  223. waterindices 42087/65536 84174/131072 (64.2%)
  224. cubemapsamples 34/1024 544/16384 ( 3.3%)
  225. overlays 1/512 352/180224 ( 0.2%)
  226. LDR lightdata [variable] 8683128/0 ( 0.0%)
  227. HDR lightdata [variable] 0/0 ( 0.0%)
  228. visdata [variable] 16808/16777216 ( 0.1%)
  229. entdata [variable] 483405/393216 (122.9%) VERY FULL!
  230. LDR ambient table 5898/65536 23592/262144 ( 9.0%)
  231. HDR ambient table 5898/65536 23592/262144 ( 9.0%)
  232. LDR leaf ambient 8764/65536 245392/1835008 (13.4%)
  233. HDR leaf ambient 5898/65536 165144/1835008 ( 9.0%)
  234. occluders 0/0 0/0 ( 0.0%)
  235. occluder polygons 0/0 0/0 ( 0.0%)
  236. occluder vert ind 0/0 0/0 ( 0.0%)
  237. detail props [variable] 1/12 ( 8.3%)
  238. static props [variable] 1/278 ( 0.4%)
  239. pakfile [variable] 2931429/0 ( 0.0%)
  240. physics [variable] 1197694/4194304 (28.6%)
  241. physics terrain [variable] 70729/1048576 ( 6.7%)
  242.  
  243. Level flags = 0
  244.  
  245. Total triangle count: 54485
  246. Writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  247. 15 minutes, 6 seconds elapsed
  248.  
  249. Compile Complete for this module.
  250. VRAD Completed: den 14 juli 2011, 20:14:54
  251. VRAD: entdata [variable] 483405/393216 (122.9%) VERY FULL!
  252. VRAD --> WARNING - Max Limit Approach!
  253. VRAD: Compile time: 15 minutes, 6 seconds elapsed
  254.  
  255. One Line Summary: 2011-07-14 20:14:54, rp_SkyHigh.vmf, HALF-LIFE 2, normal , normal, crashed?, 00:00:49, 00:03:13, 00:15:07, 00:19:11
  256. History.csv was updated.
  257.  
  258. Compile Summary - job mode: FULL
  259. Map Name: rp_SkyHigh.vmf
  260. VBSP - mode:normal , 44 seconds, 00:00:49 elapsed
  261. VVIS - mode:normal, 3 minutes, 12 seconds, 00:03:13 elapsed
  262. VRAD - mode:crashed?, 15 minutes, 6 seconds(LDR), n/a(HDR), 00:15:07 elapsed
  263. Total Compile time: 00:19:11
  264.  
  265. Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
  266. Steam will likely prevent it from compiling there.
  267. Move your VMF to somewhere else like C:\mapsrc
  268.  
  269. Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  270.  
  271. Map File Selected: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  272. There is no Custom Profile to load: C:\Users\Stinger21\Desktop\VBCT\rp_SkyHigh.pro
  273.  
  274. Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
  275. Steam will likely prevent it from compiling there.
  276. Move your VMF to somewhere else like C:\mapsrc
  277.  
  278. Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  279.  
  280. Full Compile Selected!
  281.  
  282. NOTE: old vbsp log file deleted: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vbsp_old.log
  283. Compile Start Time: den 14 juli 2011, 20:37:58
  284.  
  285. -------------- Start Compile BSP ----------------
  286. VBSP Started, Please Wait!
  287.  
  288. VBSP: c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh"
  289.  
  290. Valve Software - vbsp.exe (Jul 7 2010)
  291. 2 threads
  292. materialPath: c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\materials
  293. Loading C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  294. Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_02, using default
  295. Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_03, using default
  296. Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_01, using default
  297. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\gameinfo.txt
  298. Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_wvt_patch
  299. Patching WVT material: maps/rp_skyhigh/nature/blenddirtgravel01_wvt_patch
  300. Patching WVT material: maps/rp_skyhigh/stone/blendplast_stone01_wvt_patch
  301. Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_noprop_wvt_patch
  302. fixing up env_cubemap materials on brush sides...
  303. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  304. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  305. Processing areas...done (0)
  306. Building Faces...done (0)
  307. Chop Details...done (1)
  308. Find Visible Detail Sides...
  309. Merged 6392 detail faces...done (7)
  310. Merging details...done (1)
  311. FixTjuncs...
  312. PruneNodes...
  313. WriteBSP...
  314. done (2)
  315. writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt...Building visibility clusters...
  316. done (0)
  317. Creating default LDR cubemaps for env_cubemap using skybox materials:
  318. skybox/mpa115*.vmt
  319. ! Run buildcubemaps in the engine to get the correct cube maps.
  320. Creating default HDR cubemaps for env_cubemap using skybox materials:
  321. skybox/mpa115*.vmt
  322. ! Run buildcubemaps in the engine to get the correct cube maps.
  323. Finding displacement neighbors...
  324. Finding lightmap sample positions...
  325. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  326. Building Physics collision data...
  327. done (3) (1197694 bytes)
  328. Static prop models/props_trainstation/bench_indoor001a.mdl outside the map (3280.00, -4328.00, 10867.20)
  329. Static prop models/props_trainstation/trashcan_indoor001b.mdl outside the map (3088.00, -4280.00, 10868.30)
  330. Static prop models/props_trainstation/bench_indoor001a.mdl outside the map (3280.00, -4424.00, 10867.20)
  331. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  332. Water found with no water_lod_control entity, creating a default one.
  333. Compacting texture/material tables...
  334. Reduced 13096 texinfos to 6332
  335. Reduced 266 texdatas to 170 (12092 bytes to 8106)
  336. Writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  337. 35 seconds elapsed
  338.  
  339. Compile Complete for this module.
  340. VBSP Completed: den 14 juli 2011, 20:38:34
  341. VBSP: Compile time: 35 seconds elapsed
  342.  
  343. -------------- Start Compile VVIS ----------------
  344. VVIS Started, Please Wait!
  345.  
  346. VVIS: c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh"
  347.  
  348. Valve Software - vvis.exe (Jul 7 2010)
  349. 2 threads
  350. reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  351. reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt
  352. 243 portalclusters
  353. 1024 numportals
  354. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  355. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (95)
  356. Optimized: 137 visible clusters (0.00%)
  357. Total clusters visible: 35261
  358. Average clusters visible: 145
  359. Building PAS...
  360. Average clusters audible: 238
  361. visdatasize:16808 compressed from 15552
  362. writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  363. 1 minute, 36 seconds elapsed
  364.  
  365. Compile Complete for this module.
  366. VVIS Completed: den 14 juli 2011, 20:40:12
  367. VVIS: Compile time: 1 minute, 36 seconds elapsed
  368.  
  369. -------------- Start Compile VRAD ----------------
  370. VRAD Started, Please Wait!
  371.  
  372. VRAD: c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\vrad.exe -both -game "c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh"
  373.  
  374. Valve Software - vrad.exe SSE (Jul 7 2010)
  375.  
  376. Valve Radiosity Simulator
  377. 2 threads
  378. [Reading texlights from 'lights.rad']
  379. [48 texlights parsed from 'lights.rad']
  380.  
  381. Loading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  382. Patch Sample Radius Clamped!
  383. Patch Sample Radius Clamped!
  384. Patch Sample Radius Clamped!
  385. Patch Sample Radius Clamped!
  386. Patch Sample Radius Clamped!
  387. Patch Sample Radius Clamped!
  388. Patch Sample Radius Clamped!
  389. Patch Sample Radius Clamped!
  390. Patch Sample Radius Clamped!
  391. Patch Sample Radius Clamped!
  392. Patch Sample Radius Clamped!
  393. Patch Sample Radius Clamped!
  394. Patch Sample Radius Clamped!
  395. Patch Sample Radius Clamped!
  396. Patch Sample Radius Clamped!
  397. Patch Sample Radius Clamped!
  398. Patch Sample Radius Clamped!
  399. Patch Sample Radius Clamped!
  400. Patch Sample Radius Clamped!
  401. Patch Sample Radius Clamped!
  402. Patch Sample Radius Clamped!
  403. Patch Sample Radius Clamped!
  404. Patch Sample Radius Clamped!
  405. Patch Sample Radius Clamped!
  406. Patch Sample Radius Clamped!
  407. Patch Sample Radius Clamped!
  408. Patch Sample Radius Clamped!
  409. Patch Sample Radius Clamped!
  410. Patch Sample Radius Clamped!
  411. Patch Sample Radius Clamped!
  412. Patch Sample Radius Clamped!
  413. Patch Sample Radius Clamped!
  414. Patch Sample Radius Clamped!
  415. Patch Sample Radius Clamped!
  416. Patch Sample Radius Clamped!
  417. Patch Sample Radius Clamped!
  418. Patch Sample Radius Clamped!
  419. Patch Sample Radius Clamped!
  420. Patch Sample Radius Clamped!
  421. Patch Sample Radius Clamped!
  422. Patch Sample Radius Clamped!
  423. Patch Sample Radius Clamped!
  424. Patch Sample Radius Clamped!
  425. Patch Sample Radius Clamped!
  426. Patch Sample Radius Clamped!
  427. Patch Sample Radius Clamped!
  428. Patch Sample Radius Clamped!
  429. Patch Sample Radius Clamped!
  430. Patch Sample Radius Clamped!
  431. Patch Sample Radius Clamped!
  432. Patch Sample Radius Clamped!
  433. Patch Sample Radius Clamped!
  434. Patch Sample Radius Clamped!
  435. Patch Sample Radius Clamped!
  436. Patch Sample Radius Clamped!
  437. Patch Sample Radius Clamped!
  438. Patch Sample Radius Clamped!
  439. Patch Sample Radius Clamped!
  440. Patch Sample Radius Clamped!
  441. Patch Sample Radius Clamped!
  442. Patch Sample Radius Clamped!
  443. Patch Sample Radius Clamped!
  444. Patch Sample Radius Clamped!
  445. Patch Sample Radius Clamped!
  446. Patch Sample Radius Clamped!
  447. Patch Sample Radius Clamped!
  448. Patch Sample Radius Clamped!
  449. Patch Sample Radius Clamped!
  450. Patch Sample Radius Clamped!
  451. Patch Sample Radius Clamped!
  452. Patch Sample Radius Clamped!
  453. Patch Sample Radius Clamped!
  454. Patch Sample Radius Clamped!
  455. Patch Sample Radius Clamped!
  456. Patch Sample Radius Clamped!
  457. Patch Sample Radius Clamped!
  458. Patch Sample Radius Clamped!
  459. Patch Sample Radius Clamped!
  460. Patch Sample Radius Clamped!
  461. Patch Sample Radius Clamped!
  462. Patch Sample Radius Clamped!
  463. Setting up ray-trace acceleration structure... Done (7.89 seconds)
  464. 17442 faces
  465. 36 degenerate faces
  466. 21391475 square feet [3080372480.00 square inches]
  467. 246 Displacements
  468. 265276 Square Feet [38199764.00 Square Inches]
  469. 17406 patches before subdivision
  470. 80714 patches after subdivision
  471. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  472. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  473. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  474. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  475. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  476. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  477. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  478. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  479. sun extent from map=0.000000
  480. 150 direct lights
  481. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (118)
  482. BuildVisLeafs: 0
  483. COMPILE CANCELLED!
  484.  
  485. Incomplete Compile Detected!
  486.  
  487. Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
  488. Steam will likely prevent it from compiling there.
  489. Move your VMF to somewhere else like C:\mapsrc
  490.  
  491. Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  492.  
  493. Map File Selected: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  494. There is no Custom Profile to load: C:\Users\Stinger21\Desktop\VBCT\rp_SkyHigh.pro
  495.  
  496. Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
  497. Steam will likely prevent it from compiling there.
  498. Move your VMF to somewhere else like C:\mapsrc
  499.  
  500. Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  501.  
  502. Full Compile Selected!
  503.  
  504. NOTE: existing vbsp log file renamed to : C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vbsp_old.log
  505. NOTE: existing vvis log file renamed to : C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vvis_old.log
  506. Compile Start Time: den 14 juli 2011, 21:03:39
  507.  
  508. -------------- Start Compile BSP ----------------
  509. VBSP Started, Please Wait!
  510.  
  511. VBSP: c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh"
  512.  
  513. Valve Software - vbsp.exe (Jul 7 2010)
  514. 2 threads
  515. materialPath: c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\materials
  516. Loading C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  517. Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_02, using default
  518. Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_03, using default
  519. Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_01, using default
  520. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\gameinfo.txt
  521. Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_wvt_patch
  522. Patching WVT material: maps/rp_skyhigh/nature/blenddirtgravel01_wvt_patch
  523. Patching WVT material: maps/rp_skyhigh/stone/blendplast_stone01_wvt_patch
  524. Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_noprop_wvt_patch
  525. fixing up env_cubemap materials on brush sides...
  526. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  527. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  528. Processing areas...done (0)
  529. Building Faces...done (0)
  530. Chop Details...done (1)
  531. Find Visible Detail Sides...
  532. Merged 6392 detail faces...done (7)
  533. Merging details...done (1)
  534. FixTjuncs...
  535. PruneNodes...
  536. WriteBSP...
  537. done (2)
  538. writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt...Building visibility clusters...
  539. done (0)
  540. Creating default LDR cubemaps for env_cubemap using skybox materials:
  541. skybox/mpa115*.vmt
  542. ! Run buildcubemaps in the engine to get the correct cube maps.
  543. Creating default HDR cubemaps for env_cubemap using skybox materials:
  544. skybox/mpa115*.vmt
  545. ! Run buildcubemaps in the engine to get the correct cube maps.
  546. Finding displacement neighbors...
  547. Finding lightmap sample positions...
  548. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  549. Building Physics collision data...
  550. done (3) (1197694 bytes)
  551. Static prop models/props_trainstation/bench_indoor001a.mdl outside the map (3280.00, -4328.00, 10867.20)
  552. Static prop models/props_trainstation/trashcan_indoor001b.mdl outside the map (3088.00, -4280.00, 10868.30)
  553. Static prop models/props_trainstation/bench_indoor001a.mdl outside the map (3280.00, -4424.00, 10867.20)
  554. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  555. Water found with no water_lod_control entity, creating a default one.
  556. Compacting texture/material tables...
  557. Reduced 13088 texinfos to 6330
  558. Reduced 266 texdatas to 170 (12092 bytes to 8106)
  559. Writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  560. 36 seconds elapsed
  561.  
  562. Compile Complete for this module.
  563. VBSP Completed: den 14 juli 2011, 21:04:16
  564. VBSP: Compile time: 36 seconds elapsed
  565.  
  566. -------------- Start Compile VVIS ----------------
  567. VVIS Started, Please Wait!
  568.  
  569. VVIS: c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh"
  570.  
  571. Valve Software - vvis.exe (Jul 7 2010)
  572. 2 threads
  573. reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  574. reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt
  575. 243 portalclusters
  576. 1024 numportals
  577. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  578. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (103)
  579. Optimized: 137 visible clusters (0.00%)
  580. Total clusters visible: 35261
  581. Average clusters visible: 145
  582. Building PAS...
  583. Average clusters audible: 238
  584. visdatasize:16808 compressed from 15552
  585. writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  586. 1 minute, 45 seconds elapsed
  587.  
  588. Compile Complete for this module.
  589. VVIS Completed: den 14 juli 2011, 21:06:02
  590. VVIS: Compile time: 1 minute, 45 seconds elapsed
  591.  
  592. -------------- Start Compile VRAD ----------------
  593. VRAD Started, Please Wait!
  594.  
  595. VRAD: c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\vrad.exe -both -game "c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh"
  596.  
  597. Valve Software - vrad.exe SSE (Jul 7 2010)
  598.  
  599. Valve Radiosity Simulator
  600. 2 threads
  601. [Reading texlights from 'lights.rad']
  602. [48 texlights parsed from 'lights.rad']
  603.  
  604. Loading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  605. Patch Sample Radius Clamped!
  606. Patch Sample Radius Clamped!
  607. Patch Sample Radius Clamped!
  608. Patch Sample Radius Clamped!
  609. Patch Sample Radius Clamped!
  610. Patch Sample Radius Clamped!
  611. Patch Sample Radius Clamped!
  612. Patch Sample Radius Clamped!
  613. Patch Sample Radius Clamped!
  614. Patch Sample Radius Clamped!
  615. Patch Sample Radius Clamped!
  616. Patch Sample Radius Clamped!
  617. Patch Sample Radius Clamped!
  618. Patch Sample Radius Clamped!
  619. Patch Sample Radius Clamped!
  620. Patch Sample Radius Clamped!
  621. Patch Sample Radius Clamped!
  622. Patch Sample Radius Clamped!
  623. Patch Sample Radius Clamped!
  624. Patch Sample Radius Clamped!
  625. Patch Sample Radius Clamped!
  626. Patch Sample Radius Clamped!
  627. Patch Sample Radius Clamped!
  628. Patch Sample Radius Clamped!
  629. Patch Sample Radius Clamped!
  630. Patch Sample Radius Clamped!
  631. Patch Sample Radius Clamped!
  632. Patch Sample Radius Clamped!
  633. Patch Sample Radius Clamped!
  634. Patch Sample Radius Clamped!
  635. Patch Sample Radius Clamped!
  636. Patch Sample Radius Clamped!
  637. Patch Sample Radius Clamped!
  638. Patch Sample Radius Clamped!
  639. Patch Sample Radius Clamped!
  640. Patch Sample Radius Clamped!
  641. Patch Sample Radius Clamped!
  642. Patch Sample Radius Clamped!
  643. Patch Sample Radius Clamped!
  644. Patch Sample Radius Clamped!
  645. Patch Sample Radius Clamped!
  646. Patch Sample Radius Clamped!
  647. Patch Sample Radius Clamped!
  648. Patch Sample Radius Clamped!
  649. Patch Sample Radius Clamped!
  650. Patch Sample Radius Clamped!
  651. Patch Sample Radius Clamped!
  652. Patch Sample Radius Clamped!
  653. Patch Sample Radius Clamped!
  654. Patch Sample Radius Clamped!
  655. Patch Sample Radius Clamped!
  656. Patch Sample Radius Clamped!
  657. Patch Sample Radius Clamped!
  658. Patch Sample Radius Clamped!
  659. Patch Sample Radius Clamped!
  660. Patch Sample Radius Clamped!
  661. Patch Sample Radius Clamped!
  662. Patch Sample Radius Clamped!
  663. Patch Sample Radius Clamped!
  664. Patch Sample Radius Clamped!
  665. Patch Sample Radius Clamped!
  666. Patch Sample Radius Clamped!
  667. Patch Sample Radius Clamped!
  668. Patch Sample Radius Clamped!
  669. Patch Sample Radius Clamped!
  670. Patch Sample Radius Clamped!
  671. Patch Sample Radius Clamped!
  672. Patch Sample Radius Clamped!
  673. Patch Sample Radius Clamped!
  674. Patch Sample Radius Clamped!
  675. Patch Sample Radius Clamped!
  676. Patch Sample Radius Clamped!
  677. Patch Sample Radius Clamped!
  678. Patch Sample Radius Clamped!
  679. Patch Sample Radius Clamped!
  680. Patch Sample Radius Clamped!
  681. Patch Sample Radius Clamped!
  682. Patch Sample Radius Clamped!
  683. Patch Sample Radius Clamped!
  684. Patch Sample Radius Clamped!
  685. Patch Sample Radius Clamped!
  686. Patch Sample Radius Clamped!
  687. Patch Sample Radius Clamped!
  688. Patch Sample Radius Clamped!
  689. Patch Sample Radius Clamped!
  690. Patch Sample Radius Clamped!
  691. Patch Sample Radius Clamped!
  692. Patch Sample Radius Clamped!
  693. Patch Sample Radius Clamped!
  694. Patch Sample Radius Clamped!
  695. Patch Sample Radius Clamped!
  696. Patch Sample Radius Clamped!
  697. Patch Sample Radius Clamped!
  698. Patch Sample Radius Clamped!
  699. Patch Sample Radius Clamped!
  700. Setting up ray-trace acceleration structure... Done (8.72 seconds)
  701. 17442 faces
  702. 36 degenerate faces
  703. 21391475 square feet [3080372480.00 square inches]
  704. 246 Displacements
  705. 265276 Square Feet [38199764.00 Square Inches]
  706. 17406 patches before subdivision
  707. 85534 patches after subdivision
  708. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  709. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  710. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  711. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  712. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  713. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  714. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  715. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  716. sun extent from map=0.000000
  717. 150 direct lights
  718. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (142)
  719. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (292)
  720. transfers 17230899, max 2600
  721. transfer lists: 131.5 megs
  722. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  723. Bounce #1 added RGB(114196, 102126, 70111)
  724. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
  725. Bounce #2 added RGB(14151, 8464, 4571)
  726. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  727. Bounce #3 added RGB(1750, 870, 523)
  728. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
  729. Bounce #4 added RGB(447, 126, 73)
  730. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  731. Bounce #5 added RGB(92, 19, 11)
  732. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
  733. Bounce #6 added RGB(29, 3, 2)
  734. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  735. Bounce #7 added RGB(7, 1, 0)
  736. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  737. Bounce #8 added RGB(2, 0, 0)
  738. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  739. Bounce #9 added RGB(1, 0, 0)
  740. Build Patch/Sample Hash Table(s).....Done<0.0595 sec>
  741. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (41)
  742. FinalLightFace Done
  743. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  744. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (133)
  745. Writing leaf ambient...done
  746. Ready to Finish
  747.  
  748. Object names Objects/Maxobjs Memory / Maxmem Fullness
  749. ------------ --------------- --------------- --------
  750. models 13/1024 624/49152 ( 1.3%)
  751. brushes 3630/8192 43560/98304 (44.3%)
  752. brushsides 40698/65536 325584/524288 (62.1%)
  753. planes 51762/65536 1035240/1310720 (79.0%)
  754. vertexes 29612/65536 355344/786432 (45.2%)
  755. nodes 5884/65536 188288/2097152 ( 9.0%)
  756. texinfos 6330/12288 455760/884736 (51.5%)
  757. texdata 170/2048 5440/65536 ( 8.3%)
  758. dispinfos 246/0 43296/0 ( 0.0%)
  759. disp_verts 12438/0 248760/0 ( 0.0%)
  760. disp_tris 19008/0 38016/0 ( 0.0%)
  761. disp_lmsamples 450425/0 450425/0 ( 0.0%)
  762. faces 17442/65536 976752/3670016 (26.6%)
  763. hdr faces 0/65536 0/3670016 ( 0.0%)
  764. origfaces 11349/65536 635544/3670016 (17.3%)
  765. leaves 5898/65536 188736/2097152 ( 9.0%)
  766. leaffaces 19842/65536 39684/131072 (30.3%)
  767. leafbrushes 6823/65536 13646/131072 (10.4%)
  768. areas 2/256 16/2048 ( 0.8%)
  769. surfedges 135011/512000 540044/2048000 (26.4%)
  770. edges 78988/256000 315952/1024000 (30.9%)
  771. LDR worldlights 150/8192 13200/720896 ( 1.8%)
  772. HDR worldlights 0/8192 0/720896 ( 0.0%)
  773. leafwaterdata 3/32768 36/393216 ( 0.0%)
  774. waterstrips 1990/32768 19900/327680 ( 6.1%)
  775. waterverts 0/65536 0/786432 ( 0.0%)
  776. waterindices 42087/65536 84174/131072 (64.2%)
  777. cubemapsamples 34/1024 544/16384 ( 3.3%)
  778. overlays 1/512 352/180224 ( 0.2%)
  779. LDR lightdata [variable] 6176792/0 ( 0.0%)
  780. HDR lightdata [variable] 0/0 ( 0.0%)
  781. visdata [variable] 16808/16777216 ( 0.1%)
  782. entdata [variable] 483405/393216 (122.9%) VERY FULL!
  783. LDR ambient table 5898/65536 23592/262144 ( 9.0%)
  784. HDR ambient table 5898/65536 23592/262144 ( 9.0%)
  785. LDR leaf ambient 8738/65536 244664/1835008 (13.3%)
  786. HDR leaf ambient 5898/65536 165144/1835008 ( 9.0%)
  787. occluders 0/0 0/0 ( 0.0%)
  788. occluder polygons 0/0 0/0 ( 0.0%)
  789. occluder vert ind 0/0 0/0 ( 0.0%)
  790. detail props [variable] 1/12 ( 8.3%)
  791. static props [variable] 1/278 ( 0.4%)
  792. pakfile [variable] 2931429/0 ( 0.0%)
  793. physics [variable] 1197694/4194304 (28.6%)
  794. physics terrain [variable] 70729/1048576 ( 6.7%)
  795.  
  796. Level flags = 0
  797.  
  798. Total triangle count: 54485
  799. Writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  800. 10 minutes, 28 seconds elapsed
  801. Valve Software - vrad.exe SSE (Jul 7 2010)
  802.  
  803. Valve Radiosity Simulator
  804. 2 threads
  805. [Reading texlights from 'lights.rad']
  806. [48 texlights parsed from 'lights.rad']
  807.  
  808. Loading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  809. Patch Sample Radius Clamped!
  810. Patch Sample Radius Clamped!
  811. Patch Sample Radius Clamped!
  812. Patch Sample Radius Clamped!
  813. Patch Sample Radius Clamped!
  814. Patch Sample Radius Clamped!
  815. Patch Sample Radius Clamped!
  816. Patch Sample Radius Clamped!
  817. Patch Sample Radius Clamped!
  818. Patch Sample Radius Clamped!
  819. Patch Sample Radius Clamped!
  820. Patch Sample Radius Clamped!
  821. Patch Sample Radius Clamped!
  822. Patch Sample Radius Clamped!
  823. Patch Sample Radius Clamped!
  824. Patch Sample Radius Clamped!
  825. Patch Sample Radius Clamped!
  826. Patch Sample Radius Clamped!
  827. Patch Sample Radius Clamped!
  828. Patch Sample Radius Clamped!
  829. Patch Sample Radius Clamped!
  830. Patch Sample Radius Clamped!
  831. Patch Sample Radius Clamped!
  832. Patch Sample Radius Clamped!
  833. Patch Sample Radius Clamped!
  834. Patch Sample Radius Clamped!
  835. Patch Sample Radius Clamped!
  836. Patch Sample Radius Clamped!
  837. Patch Sample Radius Clamped!
  838. Patch Sample Radius Clamped!
  839. Patch Sample Radius Clamped!
  840. Patch Sample Radius Clamped!
  841. Patch Sample Radius Clamped!
  842. Patch Sample Radius Clamped!
  843. Patch Sample Radius Clamped!
  844. Patch Sample Radius Clamped!
  845. Patch Sample Radius Clamped!
  846. Patch Sample Radius Clamped!
  847. Patch Sample Radius Clamped!
  848. Patch Sample Radius Clamped!
  849. Patch Sample Radius Clamped!
  850. Patch Sample Radius Clamped!
  851. Patch Sample Radius Clamped!
  852. Patch Sample Radius Clamped!
  853. Patch Sample Radius Clamped!
  854. Patch Sample Radius Clamped!
  855. Patch Sample Radius Clamped!
  856. Patch Sample Radius Clamped!
  857. Patch Sample Radius Clamped!
  858. Patch Sample Radius Clamped!
  859. Patch Sample Radius Clamped!
  860. Patch Sample Radius Clamped!
  861. Patch Sample Radius Clamped!
  862. Patch Sample Radius Clamped!
  863. Patch Sample Radius Clamped!
  864. Patch Sample Radius Clamped!
  865. Patch Sample Radius Clamped!
  866. Patch Sample Radius Clamped!
  867. Patch Sample Radius Clamped!
  868. Patch Sample Radius Clamped!
  869. Patch Sample Radius Clamped!
  870. Patch Sample Radius Clamped!
  871. Patch Sample Radius Clamped!
  872. Patch Sample Radius Clamped!
  873. Patch Sample Radius Clamped!
  874. Patch Sample Radius Clamped!
  875. Patch Sample Radius Clamped!
  876. Patch Sample Radius Clamped!
  877. Patch Sample Radius Clamped!
  878. Patch Sample Radius Clamped!
  879. Patch Sample Radius Clamped!
  880. Patch Sample Radius Clamped!
  881. Patch Sample Radius Clamped!
  882. Patch Sample Radius Clamped!
  883. Patch Sample Radius Clamped!
  884. Patch Sample Radius Clamped!
  885. Patch Sample Radius Clamped!
  886. Patch Sample Radius Clamped!
  887. Patch Sample Radius Clamped!
  888. Patch Sample Radius Clamped!
  889. Patch Sample Radius Clamped!
  890. Patch Sample Radius Clamped!
  891. Patch Sample Radius Clamped!
  892. Patch Sample Radius Clamped!
  893. Patch Sample Radius Clamped!
  894. Patch Sample Radius Clamped!
  895. Patch Sample Radius Clamped!
  896. Patch Sample Radius Clamped!
  897. Patch Sample Radius Clamped!
  898. Patch Sample Radius Clamped!
  899. Patch Sample Radius Clamped!
  900. Patch Sample Radius Clamped!
  901. Patch Sample Radius Clamped!
  902. Patch Sample Radius Clamped!
  903. Patch Sample Radius Clamped!
  904. Setting up ray-trace acceleration structure... Done (8.34 seconds)
  905. 17442 faces
  906. 36 degenerate faces
  907. 21391475 square feet [3080372480.00 square inches]
  908. 246 Displacements
  909. 265276 Square Feet [38199764.00 Square Inches]
  910. 17406 patches before subdivision
  911. 85534 patches after subdivision
  912. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  913. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  914. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  915. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  916. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  917. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  918. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  919. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  920. sun extent from map=0.000000
  921. 150 direct lights
  922. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (137)
  923. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (306)
  924. transfers 17230899, max 2600
  925. transfer lists: 131.5 megs
  926. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  927. Bounce #1 added RGB(114196, 102126, 70111)
  928. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  929. Bounce #2 added RGB(14151, 8464, 4571)
  930. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  931. Bounce #3 added RGB(1750, 870, 523)
  932. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
  933. Bounce #4 added RGB(447, 126, 73)
  934. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  935. Bounce #5 added RGB(92, 19, 11)
  936. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  937. Bounce #6 added RGB(29, 3, 2)
  938. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
  939. Bounce #7 added RGB(7, 1, 0)
  940. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  941. Bounce #8 added RGB(2, 0, 0)
  942. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  943. Bounce #9 added RGB(1, 0, 0)
  944. Build Patch/Sample Hash Table(s).....Done<0.0705 sec>
  945. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (65)
  946. FinalLightFace Done
  947. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  948. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (140)
  949. Writing leaf ambient...done
  950. Ready to Finish
  951.  
  952. Object names Objects/Maxobjs Memory / Maxmem Fullness
  953. ------------ --------------- --------------- --------
  954. models 13/1024 624/49152 ( 1.3%)
  955. brushes 3630/8192 43560/98304 (44.3%)
  956. brushsides 40698/65536 325584/524288 (62.1%)
  957. planes 51762/65536 1035240/1310720 (79.0%)
  958. vertexes 29612/65536 355344/786432 (45.2%)
  959. nodes 5884/65536 188288/2097152 ( 9.0%)
  960. texinfos 6330/12288 455760/884736 (51.5%)
  961. texdata 170/2048 5440/65536 ( 8.3%)
  962. dispinfos 246/0 43296/0 ( 0.0%)
  963. disp_verts 12438/0 248760/0 ( 0.0%)
  964. disp_tris 19008/0 38016/0 ( 0.0%)
  965. disp_lmsamples 450425/0 450425/0 ( 0.0%)
  966. faces 17442/65536 976752/3670016 (26.6%)
  967. hdr faces 17442/65536 976752/3670016 (26.6%)
  968. origfaces 11349/65536 635544/3670016 (17.3%)
  969. leaves 5898/65536 188736/2097152 ( 9.0%)
  970. leaffaces 19842/65536 39684/131072 (30.3%)
  971. leafbrushes 6823/65536 13646/131072 (10.4%)
  972. areas 2/256 16/2048 ( 0.8%)
  973. surfedges 135011/512000 540044/2048000 (26.4%)
  974. edges 78988/256000 315952/1024000 (30.9%)
  975. LDR worldlights 150/8192 13200/720896 ( 1.8%)
  976. HDR worldlights 150/8192 13200/720896 ( 1.8%)
  977. leafwaterdata 3/32768 36/393216 ( 0.0%)
  978. waterstrips 1990/32768 19900/327680 ( 6.1%)
  979. waterverts 0/65536 0/786432 ( 0.0%)
  980. waterindices 42087/65536 84174/131072 (64.2%)
  981. cubemapsamples 34/1024 544/16384 ( 3.3%)
  982. overlays 1/512 352/180224 ( 0.2%)
  983. LDR lightdata [variable] 6176792/0 ( 0.0%)
  984. HDR lightdata [variable] 6176792/0 ( 0.0%)
  985. visdata [variable] 16808/16777216 ( 0.1%)
  986. entdata [variable] 483405/393216 (122.9%) VERY FULL!
  987. LDR ambient table 5898/65536 23592/262144 ( 9.0%)
  988. HDR ambient table 5898/65536 23592/262144 ( 9.0%)
  989. LDR leaf ambient 8738/65536 244664/1835008 (13.3%)
  990. HDR leaf ambient 8738/65536 244664/1835008 (13.3%)
  991. occluders 0/0 0/0 ( 0.0%)
  992. occluder polygons 0/0 0/0 ( 0.0%)
  993. occluder vert ind 0/0 0/0 ( 0.0%)
  994. detail props [variable] 1/12 ( 8.3%)
  995. static props [variable] 1/278 ( 0.4%)
  996. pakfile [variable] 2931429/0 ( 0.0%)
  997. physics [variable] 1197694/4194304 (28.6%)
  998. physics terrain [variable] 70729/1048576 ( 6.7%)
  999.  
  1000. Level flags = 0
  1001.  
  1002. Total triangle count: 54485
  1003. Writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  1004. 11 minutes, 10 seconds elapsed
  1005.  
  1006. Compile Complete for this module.
  1007. VRAD Completed: den 14 juli 2011, 21:27:43
  1008. VRAD: entdata [variable] 483405/393216 (122.9%) VERY FULL!
  1009. VRAD --> WARNING - Max Limit Approach!
  1010. VRAD: Compile time: 10 minutes, 28 seconds elapsed
  1011. VRAD: entdata [variable] 483405/393216 (122.9%) VERY FULL!
  1012. VRAD --> WARNING - Max Limit Approach!
  1013. VRAD: Compile time: 11 minutes, 10 seconds elapsed
  1014.  
  1015. One Line Summary: 2011-07-14 21:27:43, rp_SkyHigh.vmf, HALF-LIFE 2, normal , normal, normal, 00:00:37, 00:01:46, 00:21:40, 00:24:04
  1016. History.csv was updated.
  1017.  
  1018. Compile Summary - job mode: FULL
  1019. Map Name: rp_SkyHigh.vmf
  1020. VBSP - mode:normal , 36 seconds, 00:00:37 elapsed
  1021. VVIS - mode:normal, 1 minute, 45 seconds, 00:01:46 elapsed
  1022. VRAD - mode:normal, 10 minutes, 28 seconds(LDR), 11 minutes, 10 seconds(HDR), 00:21:40 elapsed
  1023. Total Compile time: 00:24:04
  1024.  
  1025.  
  1026. File copied: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp to c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\maps\rp_SkyHigh.bsp
  1027.  
  1028. Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
  1029. Steam will likely prevent it from compiling there.
  1030. Move your VMF to somewhere else like C:\mapsrc
  1031.  
  1032. Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  1033.  
  1034. Map File Selected: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  1035. There is no Custom Profile to load: C:\Users\Stinger21\Desktop\VBCT\rp_SkyHigh.pro
  1036.  
  1037. Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
  1038. Steam will likely prevent it from compiling there.
  1039. Move your VMF to somewhere else like C:\mapsrc
  1040.  
  1041. Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  1042.  
  1043. Full Compile Selected!
  1044.  
  1045. NOTE: old vbsp log file deleted: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vbsp_old.log
  1046. NOTE: old vvis log file deleted: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vvis_old.log
  1047. Compile Start Time: den 14 juli 2011, 21:32:09
  1048.  
  1049. -------------- Start Compile BSP ----------------
  1050. VBSP Started, Please Wait!
  1051.  
  1052. VBSP: c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh"
  1053.  
  1054. Valve Software - vbsp.exe (Jul 7 2010)
  1055. 2 threads
  1056. materialPath: c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\materials
  1057. Loading C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
  1058. Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_02, using default
  1059. Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_03, using default
  1060. Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_01, using default
  1061. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\gameinfo.txt
  1062. Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_wvt_patch
  1063. Patching WVT material: maps/rp_skyhigh/nature/blenddirtgravel01_wvt_patch
  1064. Patching WVT material: maps/rp_skyhigh/stone/blendplast_stone01_wvt_patch
  1065. Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_noprop_wvt_patch
  1066. fixing up env_cubemap materials on brush sides...
  1067. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  1068. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  1069. Processing areas...done (0)
  1070. Building Faces...done (0)
  1071. Chop Details...done (0)
  1072. Find Visible Detail Sides...
  1073. Merged 6392 detail faces...done (8)
  1074. Merging details...done (0)
  1075. FixTjuncs...
  1076. PruneNodes...
  1077. WriteBSP...
  1078. done (4)
  1079. writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt...Building visibility clusters...
  1080. done (0)
  1081. Creating default LDR cubemaps for env_cubemap using skybox materials:
  1082. skybox/mpa115*.vmt
  1083. ! Run buildcubemaps in the engine to get the correct cube maps.
  1084. Creating default HDR cubemaps for env_cubemap using skybox materials:
  1085. skybox/mpa115*.vmt
  1086. ! Run buildcubemaps in the engine to get the correct cube maps.
  1087. Finding displacement neighbors...
  1088. Finding lightmap sample positions...
  1089. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  1090. Building Physics collision data...
  1091. done (2) (1372047 bytes)
  1092. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  1093. Water found with no water_lod_control entity, creating a default one.
  1094. Compacting texture/material tables...
  1095. Reduced 13091 texinfos to 7145
  1096. Reduced 267 texdatas to 223 (12164 bytes to 10411)
  1097. Writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  1098. 42 seconds elapsed
  1099.  
  1100. Compile Complete for this module.
  1101. VBSP Completed: den 14 juli 2011, 21:32:52
  1102. VBSP: Compile time: 42 seconds elapsed
  1103.  
  1104. -------------- Start Compile VVIS ----------------
  1105. VVIS Started, Please Wait!
  1106.  
  1107. VVIS: c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh"
  1108.  
  1109. Valve Software - vvis.exe (Jul 7 2010)
  1110. 2 threads
  1111. reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  1112. reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt
  1113. 176 portalclusters
  1114. 1055 numportals
  1115. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  1116. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (223)
  1117. Optimized: 83 visible clusters (0.00%)
  1118. Total clusters visible: 16287
  1119. Average clusters visible: 92
  1120. Building PAS...
  1121. Average clusters audible: 172
  1122. visdatasize:8965 compressed from 8448
  1123. writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  1124. Error opening c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp! (Check for write enable)
  1125.  
  1126.  
  1127. Compile Complete for this module.
  1128. VVIS Completed: den 14 juli 2011, 21:36:38
  1129.  
  1130. -------------- Start Compile VRAD ----------------
  1131. VRAD Started, Please Wait!
  1132.  
  1133. VRAD: c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\vrad.exe -both -game "c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh"
  1134.  
  1135. Valve Software - vrad.exe SSE (Jul 7 2010)
  1136.  
  1137. Valve Radiosity Simulator
  1138. 2 threads
  1139. Could not find lights.rad in lights.rad.
  1140. Trying VRAD BIN directory instead...
  1141. Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\lights.rad.
  1142. Loading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  1143. Patch Sample Radius Clamped!
  1144. Patch Sample Radius Clamped!
  1145. Patch Sample Radius Clamped!
  1146. Patch Sample Radius Clamped!
  1147. Patch Sample Radius Clamped!
  1148. Patch Sample Radius Clamped!
  1149. Patch Sample Radius Clamped!
  1150. Patch Sample Radius Clamped!
  1151. Patch Sample Radius Clamped!
  1152. Patch Sample Radius Clamped!
  1153. Patch Sample Radius Clamped!
  1154. Patch Sample Radius Clamped!
  1155. Patch Sample Radius Clamped!
  1156. Patch Sample Radius Clamped!
  1157. Patch Sample Radius Clamped!
  1158. Patch Sample Radius Clamped!
  1159. Patch Sample Radius Clamped!
  1160. Patch Sample Radius Clamped!
  1161. Patch Sample Radius Clamped!
  1162. Patch Sample Radius Clamped!
  1163. Patch Sample Radius Clamped!
  1164. Patch Sample Radius Clamped!
  1165. Patch Sample Radius Clamped!
  1166. Patch Sample Radius Clamped!
  1167. Patch Sample Radius Clamped!
  1168. Patch Sample Radius Clamped!
  1169. Patch Sample Radius Clamped!
  1170. Patch Sample Radius Clamped!
  1171. Patch Sample Radius Clamped!
  1172. Patch Sample Radius Clamped!
  1173. Patch Sample Radius Clamped!
  1174. Patch Sample Radius Clamped!
  1175. Patch Sample Radius Clamped!
  1176. Patch Sample Radius Clamped!
  1177. Patch Sample Radius Clamped!
  1178. Patch Sample Radius Clamped!
  1179. Patch Sample Radius Clamped!
  1180. Patch Sample Radius Clamped!
  1181. Patch Sample Radius Clamped!
  1182. Patch Sample Radius Clamped!
  1183. Patch Sample Radius Clamped!
  1184. Patch Sample Radius Clamped!
  1185. Patch Sample Radius Clamped!
  1186. Patch Sample Radius Clamped!
  1187. Patch Sample Radius Clamped!
  1188. Patch Sample Radius Clamped!
  1189. Patch Sample Radius Clamped!
  1190. Patch Sample Radius Clamped!
  1191. Patch Sample Radius Clamped!
  1192. Patch Sample Radius Clamped!
  1193. Patch Sample Radius Clamped!
  1194. Patch Sample Radius Clamped!
  1195. Patch Sample Radius Clamped!
  1196. Patch Sample Radius Clamped!
  1197. Patch Sample Radius Clamped!
  1198. Patch Sample Radius Clamped!
  1199. Patch Sample Radius Clamped!
  1200. Patch Sample Radius Clamped!
  1201. Patch Sample Radius Clamped!
  1202. Patch Sample Radius Clamped!
  1203. Patch Sample Radius Clamped!
  1204. Patch Sample Radius Clamped!
  1205. Patch Sample Radius Clamped!
  1206. Patch Sample Radius Clamped!
  1207. Patch Sample Radius Clamped!
  1208. Patch Sample Radius Clamped!
  1209. Patch Sample Radius Clamped!
  1210. Patch Sample Radius Clamped!
  1211. Patch Sample Radius Clamped!
  1212. Patch Sample Radius Clamped!
  1213. Patch Sample Radius Clamped!
  1214. Patch Sample Radius Clamped!
  1215. Patch Sample Radius Clamped!
  1216. Patch Sample Radius Clamped!
  1217. Patch Sample Radius Clamped!
  1218. Patch Sample Radius Clamped!
  1219. Patch Sample Radius Clamped!
  1220. Patch Sample Radius Clamped!
  1221. Patch Sample Radius Clamped!
  1222. Patch Sample Radius Clamped!
  1223. Patch Sample Radius Clamped!
  1224. Patch Sample Radius Clamped!
  1225. Patch Sample Radius Clamped!
  1226. Patch Sample Radius Clamped!
  1227. Patch Sample Radius Clamped!
  1228. Patch Sample Radius Clamped!
  1229. Patch Sample Radius Clamped!
  1230. Patch Sample Radius Clamped!
  1231. Patch Sample Radius Clamped!
  1232. Patch Sample Radius Clamped!
  1233. Patch Sample Radius Clamped!
  1234. Patch Sample Radius Clamped!
  1235. Patch Sample Radius Clamped!
  1236. Patch Sample Radius Clamped!
  1237. Patch Sample Radius Clamped!
  1238. No vis information, direct lighting only.
  1239. Setting up ray-trace acceleration structure... Done (8.36 seconds)
  1240. 19053 faces
  1241. 37 degenerate faces
  1242. 21487729 square feet [3094233088.00 square inches]
  1243. 246 Displacements
  1244. 265276 Square Feet [38199764.00 Square Inches]
  1245. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  1246. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  1247. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  1248. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  1249. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  1250. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  1251. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  1252. light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
  1253. sun extent from map=0.000000
  1254. 150 direct lights
  1255. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (182)
  1256. Build Patch/Sample Hash Table(s).....Done<0.0617 sec>
  1257. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (26)
  1258. FinalLightFace Done
  1259. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  1260. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (151)
  1261. Writing leaf ambient...done
  1262. Ready to Finish
  1263.  
  1264. Object names Objects/Maxobjs Memory / Maxmem Fullness
  1265. ------------ --------------- --------------- --------
  1266. models 13/1024 624/49152 ( 1.3%)
  1267. brushes 3630/8192 43560/98304 (44.3%)
  1268. brushsides 40698/65536 325584/524288 (62.1%)
  1269. planes 51762/65536 1035240/1310720 (79.0%)
  1270. vertexes 31839/65536 382068/786432 (48.6%)
  1271. nodes 6144/65536 196608/2097152 ( 9.4%)
  1272. texinfos 7145/12288 514440/884736 (58.1%)
  1273. texdata 223/2048 7136/65536 (10.9%)
  1274. dispinfos 246/0 43296/0 ( 0.0%)
  1275. disp_verts 12438/0 248760/0 ( 0.0%)
  1276. disp_tris 19008/0 38016/0 ( 0.0%)
  1277. disp_lmsamples 450425/0 450425/0 ( 0.0%)
  1278. faces 19053/65536 1066968/3670016 (29.1%)
  1279. hdr faces 0/65536 0/3670016 ( 0.0%)
  1280. origfaces 12773/65536 715288/3670016 (19.5%)
  1281. leaves 6158/65536 197056/2097152 ( 9.4%)
  1282. leaffaces 22125/65536 44250/131072 (33.8%)
  1283. leafbrushes 7605/65536 15210/131072 (11.6%)
  1284. areas 2/256 16/2048 ( 0.8%)
  1285. surfedges 148463/512000 593852/2048000 (29.0%)
  1286. edges 87338/256000 349352/1024000 (34.1%)
  1287. LDR worldlights 150/8192 13200/720896 ( 1.8%)
  1288. HDR worldlights 0/8192 0/720896 ( 0.0%)
  1289. leafwaterdata 5/32768 60/393216 ( 0.0%)
  1290. waterstrips 2223/32768 22230/327680 ( 6.8%)
  1291. waterverts 0/65536 0/786432 ( 0.0%)
  1292. waterindices 47100/65536 94200/131072 (71.9%)
  1293. cubemapsamples 34/1024 544/16384 ( 3.3%)
  1294. overlays 1/512 352/180224 ( 0.2%)
  1295. LDR lightdata [variable] 6815112/0 ( 0.0%)
  1296. HDR lightdata [variable] 0/0 ( 0.0%)
  1297. visdata [variable] 0/16777216 ( 0.0%)
  1298. entdata [variable] 483405/393216 (122.9%) VERY FULL!
  1299. LDR ambient table 6158/65536 24632/262144 ( 9.4%)
  1300. HDR ambient table 6158/65536 24632/262144 ( 9.4%)
  1301. LDR leaf ambient 10888/65536 304864/1835008 (16.6%)
  1302. HDR leaf ambient 6158/65536 172424/1835008 ( 9.4%)
  1303. occluders 0/0 0/0 ( 0.0%)
  1304. occluder polygons 0/0 0/0 ( 0.0%)
  1305. occluder vert ind 0/0 0/0 ( 0.0%)
  1306. detail props [variable] 1/12 ( 8.3%)
  1307. static props [variable] 1/734 ( 0.1%)
  1308. pakfile [variable] 2931808/0 ( 0.0%)
  1309. physics [variable] 1372047/4194304 (32.7%)
  1310. physics terrain [variable] 70729/1048576 ( 6.7%)
  1311.  
  1312. Level flags = 0
  1313.  
  1314. Total triangle count: 59123
  1315. Writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
  1316. Error opening c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp! (Check for write enable)
  1317.  
  1318.  
  1319. Compile Complete for this module.
  1320. VRAD Completed: den 14 juli 2011, 21:42:51
  1321. VRAD: No vis information, direct lighting only.
  1322. VRAD --> SEVERE WARNING NO VIS DATA FOUND!!!
  1323.  
  1324. One Line Summary: 2011-07-14 21:42:51, rp_SkyHigh.vmf, HALF-LIFE 2, normal , crashed?, crashed?, 00:00:43, 00:03:45, 00:06:12, 00:10:42
  1325. History.csv was updated.
  1326.  
  1327. Compile Summary - job mode: FULL
  1328. Map Name: rp_SkyHigh.vmf
  1329. VBSP - mode:normal , 42 seconds, 00:00:43 elapsed
  1330. VVIS - mode:crashed?, n/a, 00:03:45 elapsed
  1331. VRAD - mode:crashed?, n/a(LDR), n/a(HDR), 00:06:12 elapsed
  1332. Total Compile time: 00:10:42
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