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- Welcome to VBCT
- Session Date: den 14 juli 2011, 19:55:33
- VBCT Version: 1.0s
- Engine detected from registry: EP2/OB
- Selected MOD = half-life 2: episode two
- Game name read from GameInfo.txt file: HALF-LIFE 2
- appid read from GameInfo.txt file: 420
- Available EP1 Source2006 Games:
- Half-Life 2: Deathmatch
- Available EP2 Source2007 Games:
- Available EP2/Orangebox Source2009 Games:
- Half-Life 2
- Half-Life 2: Episode One
- Half-Life 2: Episode Two
- Portal
- Team Fortress 2
- Day of Defeat: Source
- Counter-Strike: Source
- Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
- Steam will likely prevent it from compiling there.
- Move your VMF to somewhere else like C:\mapsrc
- Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- Map File Selected: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- There is no Custom Profile to load: C:\Users\Stinger21\Desktop\VBCT\rp_SkyHigh.pro
- HDR will be enabled for compiles!
- NOTE: You should typically always have LDR enabled with HDR.
- Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
- Steam will likely prevent it from compiling there.
- Move your VMF to somewhere else like C:\mapsrc
- Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- Full Compile Selected!
- NOTE: old vbsp log file deleted: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vbsp_old.log
- NOTE: old vvis log file deleted: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vvis_old.log
- NOTE: existing vbsp log file renamed to : C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vbsp_old.log
- Compile Start Time: den 14 juli 2011, 19:55:43
- -------------- Start Compile BSP ----------------
- VBSP Started, Please Wait!
- 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"
- Valve Software - vbsp.exe (Jul 7 2010)
- 2 threads
- materialPath: c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\materials
- Loading C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_02, using default
- Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_03, using default
- Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_01, using default
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\gameinfo.txt
- Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_wvt_patch
- Patching WVT material: maps/rp_skyhigh/nature/blenddirtgravel01_wvt_patch
- Patching WVT material: maps/rp_skyhigh/stone/blendplast_stone01_wvt_patch
- Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_noprop_wvt_patch
- fixing up env_cubemap materials on brush sides...
- 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 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (1)
- Find Visible Detail Sides...
- Merged 6392 detail faces...done (7)
- Merging details...done (1)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (2)
- writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/mpa115*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/mpa115*.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 (4) (1197694 bytes)
- Static prop models/props_trainstation/bench_indoor001a.mdl outside the map (3280.00, -4328.00, 10867.20)
- Static prop models/props_trainstation/trashcan_indoor001b.mdl outside the map (3088.00, -4280.00, 10868.30)
- Static prop models/props_trainstation/bench_indoor001a.mdl outside the map (3280.00, -4424.00, 10867.20)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 13088 texinfos to 6326
- Reduced 266 texdatas to 170 (12092 bytes to 8106)
- Writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- 44 seconds elapsed
- Compile Complete for this module.
- VBSP Completed: den 14 juli 2011, 19:56:33
- VBSP: Compile time: 44 seconds elapsed
- -------------- Start Compile VVIS ----------------
- VVIS Started, Please Wait!
- 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"
- Valve Software - vvis.exe (Jul 7 2010)
- 2 threads
- reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt
- 243 portalclusters
- 1024 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (191)
- Optimized: 137 visible clusters (0.00%)
- Total clusters visible: 35261
- Average clusters visible: 145
- Building PAS...
- Average clusters audible: 238
- visdatasize:16808 compressed from 15552
- writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- 3 minutes, 12 seconds elapsed
- Compile Complete for this module.
- VVIS Completed: den 14 juli 2011, 19:59:46
- VVIS: Compile time: 3 minutes, 12 seconds elapsed
- -------------- Start Compile VRAD ----------------
- VRAD Started, Please Wait!
- 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"
- Valve Software - vrad.exe SSE (Jul 7 2010)
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- Setting up ray-trace acceleration structure... Done (12.99 seconds)
- 17442 faces
- 36 degenerate faces
- 21391475 square feet [3080372480.00 square inches]
- 246 Displacements
- 265274 Square Feet [38199536.00 Square Inches]
- 17406 patches before subdivision
- 91874 patches after subdivision
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- sun extent from map=0.000000
- 150 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (249)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (470)
- transfers 17713426, max 2600
- transfer lists: 135.1 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(113753, 102222, 70947)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(14108, 8471, 4596)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(1800, 877, 525)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #4 added RGB(448, 127, 73)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(96, 19, 11)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(30, 3, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #7 added RGB(7, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0642 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (42)
- 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 (122)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 13/1024 624/49152 ( 1.3%)
- brushes 3630/8192 43560/98304 (44.3%)
- brushsides 40698/65536 325584/524288 (62.1%)
- planes 51762/65536 1035240/1310720 (79.0%)
- vertexes 29612/65536 355344/786432 (45.2%)
- nodes 5884/65536 188288/2097152 ( 9.0%)
- texinfos 6326/12288 455472/884736 (51.5%)
- texdata 170/2048 5440/65536 ( 8.3%)
- dispinfos 246/0 43296/0 ( 0.0%)
- disp_verts 12438/0 248760/0 ( 0.0%)
- disp_tris 19008/0 38016/0 ( 0.0%)
- disp_lmsamples 1081452/0 1081452/0 ( 0.0%)
- faces 17442/65536 976752/3670016 (26.6%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 11349/65536 635544/3670016 (17.3%)
- leaves 5898/65536 188736/2097152 ( 9.0%)
- leaffaces 19841/65536 39682/131072 (30.3%)
- leafbrushes 6823/65536 13646/131072 (10.4%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 135011/512000 540044/2048000 (26.4%)
- edges 78988/256000 315952/1024000 (30.9%)
- LDR worldlights 150/8192 13200/720896 ( 1.8%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 1990/32768 19900/327680 ( 6.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 42087/65536 84174/131072 (64.2%)
- cubemapsamples 34/1024 544/16384 ( 3.3%)
- overlays 1/512 352/180224 ( 0.2%)
- LDR lightdata [variable] 8683128/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 16808/16777216 ( 0.1%)
- entdata [variable] 483405/393216 (122.9%) VERY FULL!
- LDR ambient table 5898/65536 23592/262144 ( 9.0%)
- HDR ambient table 5898/65536 23592/262144 ( 9.0%)
- LDR leaf ambient 8764/65536 245392/1835008 (13.4%)
- HDR leaf ambient 5898/65536 165144/1835008 ( 9.0%)
- 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] 1/278 ( 0.4%)
- pakfile [variable] 2931429/0 ( 0.0%)
- physics [variable] 1197694/4194304 (28.6%)
- physics terrain [variable] 70729/1048576 ( 6.7%)
- Level flags = 0
- Total triangle count: 54485
- Writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- 15 minutes, 6 seconds elapsed
- Compile Complete for this module.
- VRAD Completed: den 14 juli 2011, 20:14:54
- VRAD: entdata [variable] 483405/393216 (122.9%) VERY FULL!
- VRAD --> WARNING - Max Limit Approach!
- VRAD: Compile time: 15 minutes, 6 seconds elapsed
- 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
- History.csv was updated.
- Compile Summary - job mode: FULL
- Map Name: rp_SkyHigh.vmf
- VBSP - mode:normal , 44 seconds, 00:00:49 elapsed
- VVIS - mode:normal, 3 minutes, 12 seconds, 00:03:13 elapsed
- VRAD - mode:crashed?, 15 minutes, 6 seconds(LDR), n/a(HDR), 00:15:07 elapsed
- Total Compile time: 00:19:11
- Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
- Steam will likely prevent it from compiling there.
- Move your VMF to somewhere else like C:\mapsrc
- Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- Map File Selected: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- There is no Custom Profile to load: C:\Users\Stinger21\Desktop\VBCT\rp_SkyHigh.pro
- Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
- Steam will likely prevent it from compiling there.
- Move your VMF to somewhere else like C:\mapsrc
- Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- Full Compile Selected!
- NOTE: old vbsp log file deleted: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vbsp_old.log
- Compile Start Time: den 14 juli 2011, 20:37:58
- -------------- Start Compile BSP ----------------
- VBSP Started, Please Wait!
- 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"
- Valve Software - vbsp.exe (Jul 7 2010)
- 2 threads
- materialPath: c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\materials
- Loading C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_02, using default
- Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_03, using default
- Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_01, using default
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\gameinfo.txt
- Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_wvt_patch
- Patching WVT material: maps/rp_skyhigh/nature/blenddirtgravel01_wvt_patch
- Patching WVT material: maps/rp_skyhigh/stone/blendplast_stone01_wvt_patch
- Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_noprop_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (1)
- Find Visible Detail Sides...
- Merged 6392 detail faces...done (7)
- Merging details...done (1)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (2)
- writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/mpa115*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/mpa115*.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 (3) (1197694 bytes)
- Static prop models/props_trainstation/bench_indoor001a.mdl outside the map (3280.00, -4328.00, 10867.20)
- Static prop models/props_trainstation/trashcan_indoor001b.mdl outside the map (3088.00, -4280.00, 10868.30)
- Static prop models/props_trainstation/bench_indoor001a.mdl outside the map (3280.00, -4424.00, 10867.20)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 13096 texinfos to 6332
- Reduced 266 texdatas to 170 (12092 bytes to 8106)
- Writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- 35 seconds elapsed
- Compile Complete for this module.
- VBSP Completed: den 14 juli 2011, 20:38:34
- VBSP: Compile time: 35 seconds elapsed
- -------------- Start Compile VVIS ----------------
- VVIS Started, Please Wait!
- 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"
- Valve Software - vvis.exe (Jul 7 2010)
- 2 threads
- reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt
- 243 portalclusters
- 1024 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (95)
- Optimized: 137 visible clusters (0.00%)
- Total clusters visible: 35261
- Average clusters visible: 145
- Building PAS...
- Average clusters audible: 238
- visdatasize:16808 compressed from 15552
- writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- 1 minute, 36 seconds elapsed
- Compile Complete for this module.
- VVIS Completed: den 14 juli 2011, 20:40:12
- VVIS: Compile time: 1 minute, 36 seconds elapsed
- -------------- Start Compile VRAD ----------------
- VRAD Started, Please Wait!
- 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"
- Valve Software - vrad.exe SSE (Jul 7 2010)
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Setting up ray-trace acceleration structure... Done (7.89 seconds)
- 17442 faces
- 36 degenerate faces
- 21391475 square feet [3080372480.00 square inches]
- 246 Displacements
- 265276 Square Feet [38199764.00 Square Inches]
- 17406 patches before subdivision
- 80714 patches after subdivision
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- sun extent from map=0.000000
- 150 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (118)
- BuildVisLeafs: 0
- COMPILE CANCELLED!
- Incomplete Compile Detected!
- Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
- Steam will likely prevent it from compiling there.
- Move your VMF to somewhere else like C:\mapsrc
- Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- Map File Selected: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- There is no Custom Profile to load: C:\Users\Stinger21\Desktop\VBCT\rp_SkyHigh.pro
- Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
- Steam will likely prevent it from compiling there.
- Move your VMF to somewhere else like C:\mapsrc
- Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- Full Compile Selected!
- NOTE: existing vbsp log file renamed to : C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vbsp_old.log
- NOTE: existing vvis log file renamed to : C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vvis_old.log
- Compile Start Time: den 14 juli 2011, 21:03:39
- -------------- Start Compile BSP ----------------
- VBSP Started, Please Wait!
- 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"
- Valve Software - vbsp.exe (Jul 7 2010)
- 2 threads
- materialPath: c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\materials
- Loading C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_02, using default
- Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_03, using default
- Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_01, using default
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\gameinfo.txt
- Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_wvt_patch
- Patching WVT material: maps/rp_skyhigh/nature/blenddirtgravel01_wvt_patch
- Patching WVT material: maps/rp_skyhigh/stone/blendplast_stone01_wvt_patch
- Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_noprop_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (1)
- Find Visible Detail Sides...
- Merged 6392 detail faces...done (7)
- Merging details...done (1)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (2)
- writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/mpa115*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/mpa115*.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 (3) (1197694 bytes)
- Static prop models/props_trainstation/bench_indoor001a.mdl outside the map (3280.00, -4328.00, 10867.20)
- Static prop models/props_trainstation/trashcan_indoor001b.mdl outside the map (3088.00, -4280.00, 10868.30)
- Static prop models/props_trainstation/bench_indoor001a.mdl outside the map (3280.00, -4424.00, 10867.20)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 13088 texinfos to 6330
- Reduced 266 texdatas to 170 (12092 bytes to 8106)
- Writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- 36 seconds elapsed
- Compile Complete for this module.
- VBSP Completed: den 14 juli 2011, 21:04:16
- VBSP: Compile time: 36 seconds elapsed
- -------------- Start Compile VVIS ----------------
- VVIS Started, Please Wait!
- 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"
- Valve Software - vvis.exe (Jul 7 2010)
- 2 threads
- reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt
- 243 portalclusters
- 1024 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (103)
- Optimized: 137 visible clusters (0.00%)
- Total clusters visible: 35261
- Average clusters visible: 145
- Building PAS...
- Average clusters audible: 238
- visdatasize:16808 compressed from 15552
- writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- 1 minute, 45 seconds elapsed
- Compile Complete for this module.
- VVIS Completed: den 14 juli 2011, 21:06:02
- VVIS: Compile time: 1 minute, 45 seconds elapsed
- -------------- Start Compile VRAD ----------------
- VRAD Started, Please Wait!
- 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"
- Valve Software - vrad.exe SSE (Jul 7 2010)
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Setting up ray-trace acceleration structure... Done (8.72 seconds)
- 17442 faces
- 36 degenerate faces
- 21391475 square feet [3080372480.00 square inches]
- 246 Displacements
- 265276 Square Feet [38199764.00 Square Inches]
- 17406 patches before subdivision
- 85534 patches after subdivision
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- sun extent from map=0.000000
- 150 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (142)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (292)
- transfers 17230899, max 2600
- transfer lists: 131.5 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(114196, 102126, 70111)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #2 added RGB(14151, 8464, 4571)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(1750, 870, 523)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #4 added RGB(447, 126, 73)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(92, 19, 11)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #6 added RGB(29, 3, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #7 added RGB(7, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0595 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (41)
- 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 (133)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 13/1024 624/49152 ( 1.3%)
- brushes 3630/8192 43560/98304 (44.3%)
- brushsides 40698/65536 325584/524288 (62.1%)
- planes 51762/65536 1035240/1310720 (79.0%)
- vertexes 29612/65536 355344/786432 (45.2%)
- nodes 5884/65536 188288/2097152 ( 9.0%)
- texinfos 6330/12288 455760/884736 (51.5%)
- texdata 170/2048 5440/65536 ( 8.3%)
- dispinfos 246/0 43296/0 ( 0.0%)
- disp_verts 12438/0 248760/0 ( 0.0%)
- disp_tris 19008/0 38016/0 ( 0.0%)
- disp_lmsamples 450425/0 450425/0 ( 0.0%)
- faces 17442/65536 976752/3670016 (26.6%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 11349/65536 635544/3670016 (17.3%)
- leaves 5898/65536 188736/2097152 ( 9.0%)
- leaffaces 19842/65536 39684/131072 (30.3%)
- leafbrushes 6823/65536 13646/131072 (10.4%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 135011/512000 540044/2048000 (26.4%)
- edges 78988/256000 315952/1024000 (30.9%)
- LDR worldlights 150/8192 13200/720896 ( 1.8%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 1990/32768 19900/327680 ( 6.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 42087/65536 84174/131072 (64.2%)
- cubemapsamples 34/1024 544/16384 ( 3.3%)
- overlays 1/512 352/180224 ( 0.2%)
- LDR lightdata [variable] 6176792/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 16808/16777216 ( 0.1%)
- entdata [variable] 483405/393216 (122.9%) VERY FULL!
- LDR ambient table 5898/65536 23592/262144 ( 9.0%)
- HDR ambient table 5898/65536 23592/262144 ( 9.0%)
- LDR leaf ambient 8738/65536 244664/1835008 (13.3%)
- HDR leaf ambient 5898/65536 165144/1835008 ( 9.0%)
- 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] 1/278 ( 0.4%)
- pakfile [variable] 2931429/0 ( 0.0%)
- physics [variable] 1197694/4194304 (28.6%)
- physics terrain [variable] 70729/1048576 ( 6.7%)
- Level flags = 0
- Total triangle count: 54485
- Writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- 10 minutes, 28 seconds elapsed
- Valve Software - vrad.exe SSE (Jul 7 2010)
- Valve Radiosity Simulator
- 2 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
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- Patch Sample Radius Clamped!
- Setting up ray-trace acceleration structure... Done (8.34 seconds)
- 17442 faces
- 36 degenerate faces
- 21391475 square feet [3080372480.00 square inches]
- 246 Displacements
- 265276 Square Feet [38199764.00 Square Inches]
- 17406 patches before subdivision
- 85534 patches after subdivision
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- sun extent from map=0.000000
- 150 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (137)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (306)
- transfers 17230899, max 2600
- transfer lists: 131.5 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(114196, 102126, 70111)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #2 added RGB(14151, 8464, 4571)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #3 added RGB(1750, 870, 523)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #4 added RGB(447, 126, 73)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #5 added RGB(92, 19, 11)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #6 added RGB(29, 3, 2)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
- Bounce #7 added RGB(7, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #8 added RGB(2, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #9 added RGB(1, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0705 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (65)
- 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 (140)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 13/1024 624/49152 ( 1.3%)
- brushes 3630/8192 43560/98304 (44.3%)
- brushsides 40698/65536 325584/524288 (62.1%)
- planes 51762/65536 1035240/1310720 (79.0%)
- vertexes 29612/65536 355344/786432 (45.2%)
- nodes 5884/65536 188288/2097152 ( 9.0%)
- texinfos 6330/12288 455760/884736 (51.5%)
- texdata 170/2048 5440/65536 ( 8.3%)
- dispinfos 246/0 43296/0 ( 0.0%)
- disp_verts 12438/0 248760/0 ( 0.0%)
- disp_tris 19008/0 38016/0 ( 0.0%)
- disp_lmsamples 450425/0 450425/0 ( 0.0%)
- faces 17442/65536 976752/3670016 (26.6%)
- hdr faces 17442/65536 976752/3670016 (26.6%)
- origfaces 11349/65536 635544/3670016 (17.3%)
- leaves 5898/65536 188736/2097152 ( 9.0%)
- leaffaces 19842/65536 39684/131072 (30.3%)
- leafbrushes 6823/65536 13646/131072 (10.4%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 135011/512000 540044/2048000 (26.4%)
- edges 78988/256000 315952/1024000 (30.9%)
- LDR worldlights 150/8192 13200/720896 ( 1.8%)
- HDR worldlights 150/8192 13200/720896 ( 1.8%)
- leafwaterdata 3/32768 36/393216 ( 0.0%)
- waterstrips 1990/32768 19900/327680 ( 6.1%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 42087/65536 84174/131072 (64.2%)
- cubemapsamples 34/1024 544/16384 ( 3.3%)
- overlays 1/512 352/180224 ( 0.2%)
- LDR lightdata [variable] 6176792/0 ( 0.0%)
- HDR lightdata [variable] 6176792/0 ( 0.0%)
- visdata [variable] 16808/16777216 ( 0.1%)
- entdata [variable] 483405/393216 (122.9%) VERY FULL!
- LDR ambient table 5898/65536 23592/262144 ( 9.0%)
- HDR ambient table 5898/65536 23592/262144 ( 9.0%)
- LDR leaf ambient 8738/65536 244664/1835008 (13.3%)
- HDR leaf ambient 8738/65536 244664/1835008 (13.3%)
- 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] 1/278 ( 0.4%)
- pakfile [variable] 2931429/0 ( 0.0%)
- physics [variable] 1197694/4194304 (28.6%)
- physics terrain [variable] 70729/1048576 ( 6.7%)
- Level flags = 0
- Total triangle count: 54485
- Writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- 11 minutes, 10 seconds elapsed
- Compile Complete for this module.
- VRAD Completed: den 14 juli 2011, 21:27:43
- VRAD: entdata [variable] 483405/393216 (122.9%) VERY FULL!
- VRAD --> WARNING - Max Limit Approach!
- VRAD: Compile time: 10 minutes, 28 seconds elapsed
- VRAD: entdata [variable] 483405/393216 (122.9%) VERY FULL!
- VRAD --> WARNING - Max Limit Approach!
- VRAD: Compile time: 11 minutes, 10 seconds elapsed
- 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
- History.csv was updated.
- Compile Summary - job mode: FULL
- Map Name: rp_SkyHigh.vmf
- VBSP - mode:normal , 36 seconds, 00:00:37 elapsed
- VVIS - mode:normal, 1 minute, 45 seconds, 00:01:46 elapsed
- VRAD - mode:normal, 10 minutes, 28 seconds(LDR), 11 minutes, 10 seconds(HDR), 00:21:40 elapsed
- Total Compile time: 00:24:04
- 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
- Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
- Steam will likely prevent it from compiling there.
- Move your VMF to somewhere else like C:\mapsrc
- Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- Map File Selected: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- There is no Custom Profile to load: C:\Users\Stinger21\Desktop\VBCT\rp_SkyHigh.pro
- Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
- Steam will likely prevent it from compiling there.
- Move your VMF to somewhere else like C:\mapsrc
- Invalid Map location: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- Full Compile Selected!
- NOTE: old vbsp log file deleted: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vbsp_old.log
- NOTE: old vvis log file deleted: C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh_vvis_old.log
- Compile Start Time: den 14 juli 2011, 21:32:09
- -------------- Start Compile BSP ----------------
- VBSP Started, Please Wait!
- 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"
- Valve Software - vbsp.exe (Jul 7 2010)
- 2 threads
- materialPath: c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\materials
- Loading C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.vmf
- Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_02, using default
- Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_03, using default
- Can't find surfaceprop stone for material ISLANDS/RUNES/ISLE_RUNE_01, using default
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\paimail\half-life 2 episode two\ep2\gameinfo.txt
- Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_wvt_patch
- Patching WVT material: maps/rp_skyhigh/nature/blenddirtgravel01_wvt_patch
- Patching WVT material: maps/rp_skyhigh/stone/blendplast_stone01_wvt_patch
- Patching WVT material: maps/rp_skyhigh/nature/blendgrassdirt01_noprop_wvt_patch
- fixing up env_cubemap materials on brush sides...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 6392 detail faces...done (8)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (4)
- writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/mpa115*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/mpa115*.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) (1372047 bytes)
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Water found with no water_lod_control entity, creating a default one.
- Compacting texture/material tables...
- Reduced 13091 texinfos to 7145
- Reduced 267 texdatas to 223 (12164 bytes to 10411)
- Writing C:\Program Files (x86)\Steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- 42 seconds elapsed
- Compile Complete for this module.
- VBSP Completed: den 14 juli 2011, 21:32:52
- VBSP: Compile time: 42 seconds elapsed
- -------------- Start Compile VVIS ----------------
- VVIS Started, Please Wait!
- 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"
- Valve Software - vvis.exe (Jul 7 2010)
- 2 threads
- reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- reading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.prt
- 176 portalclusters
- 1055 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (223)
- Optimized: 83 visible clusters (0.00%)
- Total clusters visible: 16287
- Average clusters visible: 92
- Building PAS...
- Average clusters audible: 172
- visdatasize:8965 compressed from 8448
- writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- Error opening c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp! (Check for write enable)
- Compile Complete for this module.
- VVIS Completed: den 14 juli 2011, 21:36:38
- -------------- Start Compile VRAD ----------------
- VRAD Started, Please Wait!
- 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"
- Valve Software - vrad.exe SSE (Jul 7 2010)
- Valve Radiosity Simulator
- 2 threads
- Could not find lights.rad in lights.rad.
- Trying VRAD BIN directory instead...
- Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\paimail\sourcesdk\bin\orangebox\bin\lights.rad.
- Loading c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
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- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
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- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
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- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- Patch Sample Radius Clamped!
- No vis information, direct lighting only.
- Setting up ray-trace acceleration structure... Done (8.36 seconds)
- 19053 faces
- 37 degenerate faces
- 21487729 square feet [3094233088.00 square inches]
- 246 Displacements
- 265276 Square Feet [38199764.00 Square Inches]
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- light has _fifty_percent_distance of 64.000000 but _zero_percent_distance of 0.000000
- sun extent from map=0.000000
- 150 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (182)
- Build Patch/Sample Hash Table(s).....Done<0.0617 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (26)
- 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 (151)
- Writing leaf ambient...done
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 13/1024 624/49152 ( 1.3%)
- brushes 3630/8192 43560/98304 (44.3%)
- brushsides 40698/65536 325584/524288 (62.1%)
- planes 51762/65536 1035240/1310720 (79.0%)
- vertexes 31839/65536 382068/786432 (48.6%)
- nodes 6144/65536 196608/2097152 ( 9.4%)
- texinfos 7145/12288 514440/884736 (58.1%)
- texdata 223/2048 7136/65536 (10.9%)
- dispinfos 246/0 43296/0 ( 0.0%)
- disp_verts 12438/0 248760/0 ( 0.0%)
- disp_tris 19008/0 38016/0 ( 0.0%)
- disp_lmsamples 450425/0 450425/0 ( 0.0%)
- faces 19053/65536 1066968/3670016 (29.1%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 12773/65536 715288/3670016 (19.5%)
- leaves 6158/65536 197056/2097152 ( 9.4%)
- leaffaces 22125/65536 44250/131072 (33.8%)
- leafbrushes 7605/65536 15210/131072 (11.6%)
- areas 2/256 16/2048 ( 0.8%)
- surfedges 148463/512000 593852/2048000 (29.0%)
- edges 87338/256000 349352/1024000 (34.1%)
- LDR worldlights 150/8192 13200/720896 ( 1.8%)
- HDR worldlights 0/8192 0/720896 ( 0.0%)
- leafwaterdata 5/32768 60/393216 ( 0.0%)
- waterstrips 2223/32768 22230/327680 ( 6.8%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 47100/65536 94200/131072 (71.9%)
- cubemapsamples 34/1024 544/16384 ( 3.3%)
- overlays 1/512 352/180224 ( 0.2%)
- LDR lightdata [variable] 6815112/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 0/16777216 ( 0.0%)
- entdata [variable] 483405/393216 (122.9%) VERY FULL!
- LDR ambient table 6158/65536 24632/262144 ( 9.4%)
- HDR ambient table 6158/65536 24632/262144 ( 9.4%)
- LDR leaf ambient 10888/65536 304864/1835008 (16.6%)
- HDR leaf ambient 6158/65536 172424/1835008 ( 9.4%)
- 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] 1/734 ( 0.1%)
- pakfile [variable] 2931808/0 ( 0.0%)
- physics [variable] 1372047/4194304 (32.7%)
- physics terrain [variable] 70729/1048576 ( 6.7%)
- Level flags = 0
- Total triangle count: 59123
- Writing c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp
- Error opening c:\program files (x86)\steam\steamapps\paimail\sourcesdk_content\ep2\mapsrc\rp_SkyHigh.bsp! (Check for write enable)
- Compile Complete for this module.
- VRAD Completed: den 14 juli 2011, 21:42:51
- VRAD: No vis information, direct lighting only.
- VRAD --> SEVERE WARNING NO VIS DATA FOUND!!!
- 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
- History.csv was updated.
- Compile Summary - job mode: FULL
- Map Name: rp_SkyHigh.vmf
- VBSP - mode:normal , 42 seconds, 00:00:43 elapsed
- VVIS - mode:crashed?, n/a, 00:03:45 elapsed
- VRAD - mode:crashed?, n/a(LDR), n/a(HDR), 00:06:12 elapsed
- Total Compile time: 00:10:42
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