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May 20th, 2018
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  1.  
  2. ** Executing...
  3. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
  4. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Users\angie\Desktop\Folders\Hammer projects\sewers.vmf"
  5.  
  6. Valve Software - vbsp.exe (May 15 2014)
  7. 4 threads
  8. materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\materials
  9. Loading C:\Users\angie\Desktop\Folders\Hammer projects\sewers.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
  12. Patching WVT material: maps/sewers/dev/dev_blendmeasure_wvt_patch
  13. Patching WVT material: maps/sewers/concrete/blendbunk_conc01_wvt_patch
  14. fixing up env_cubemap materials on brush sides...
  15. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  16. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
  17. **** leaked ****
  18. Entity infodecal (722.00 2685.00 324.52) leaked!
  19.  
  20. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 1513.5 64.0)
  21. Leaf 0 contents: CONTENTS_SOLID
  22. Leaf 1 contents:
  23. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  24. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  25. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  26. Candidate brush IDs:
  27.  
  28.  
  29. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 2008.0 64.0)
  30. Leaf 0 contents: CONTENTS_SOLID
  31. Leaf 1 contents:
  32. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  33. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  34. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  35. Candidate brush IDs:
  36.  
  37.  
  38. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 1518.5 -8.0)
  39. Leaf 0 contents: CONTENTS_SOLID
  40. Leaf 1 contents:
  41. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  42. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  43. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  44. Candidate brush IDs:
  45.  
  46.  
  47. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 2030.5 56.0)
  48. Leaf 0 contents: CONTENTS_SOLID
  49. Leaf 1 contents:
  50. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  51. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  52. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  53. Candidate brush IDs:
  54.  
  55.  
  56. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 1454.5 690.5)
  57. Leaf 0 contents: CONTENTS_SOLID
  58. Leaf 1 contents:
  59. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  60. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  61. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  62. Candidate brush IDs:
  63.  
  64.  
  65. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 1949.0 690.5)
  66. Leaf 0 contents: CONTENTS_SOLID
  67. Leaf 1 contents:
  68. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  69. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  70. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  71. Candidate brush IDs:
  72.  
  73.  
  74. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 2030.5 690.5)
  75. Leaf 0 contents: CONTENTS_SOLID
  76. Leaf 1 contents:
  77. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  78. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  79. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  80. Candidate brush IDs:
  81.  
  82.  
  83. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3114.5 2048.0 618.5)
  84. Leaf 0 contents:
  85. Leaf 1 contents: CONTENTS_SOLID
  86. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  87. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  88. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  89. Candidate brush IDs:
  90.  
  91. *** Suppressing further FindPortalSide errors.... ***
  92. Processing areas...done (0)
  93. Building Faces...done (0)
  94. Chop Details...done (0)
  95. Find Visible Detail Sides...done (0)
  96. Merging details...done (0)
  97. FixTjuncs...
  98. PruneNodes...
  99. WriteBSP...
  100. done (0)
  101. Creating default LDR cubemaps for env_cubemap using skybox materials:
  102. skybox/sky_day01_01*.vmt
  103. ! Run buildcubemaps in the engine to get the correct cube maps.
  104. Creating default HDR cubemaps for env_cubemap using skybox materials:
  105. skybox/sky_day01_01*.vmt
  106. ! Run buildcubemaps in the engine to get the correct cube maps.
  107. Finding displacement neighbors...
  108. Finding lightmap sample positions...
  109. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  110. Building Physics collision data...
  111. done (1) (176030 bytes)
  112. Error! prop_static using model "models/props_forest/circularsaw01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  113. Error loading studio model "models/props_forest/circularsaw01.mdl"!
  114. Error! prop_static using model "models/props_vehicles/apc001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
  115. Error loading studio model "models/props_vehicles/apc001.mdl"!
  116. Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  117. Water found with no water_lod_control entity, creating a default one.
  118. Compacting texture/material tables...
  119. Reduced 1013 texinfos to 694
  120. Reduced 85 texdatas to 75 (2218 bytes to 1899)
  121. Writing C:\Users\angie\Desktop\Folders\Hammer projects\sewers.bsp
  122. 4 seconds elapsed
  123.  
  124. ** Executing...
  125. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
  126. ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Users\angie\Desktop\Folders\Hammer projects\sewers"
  127.  
  128. Valve Software - vvis.exe (May 15 2014)
  129. 4 threads
  130. reading c:\users\angie\desktop\folders\hammer projects\sewers.bsp
  131. reading c:\users\angie\desktop\folders\hammer projects\sewers.prt
  132. LoadPortals: couldn't read c:\users\angie\desktop\folders\hammer projects\sewers.prt
  133.  
  134.  
  135. ** Executing...
  136. ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
  137. ** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Users\angie\Desktop\Folders\Hammer projects\sewers"
  138.  
  139. Valve Software - vrad.exe SSE (May 15 2014)
  140.  
  141. Valve Radiosity Simulator
  142. 4 threads
  143. [Reading texlights from 'lights.rad']
  144. [48 texlights parsed from 'lights.rad']
  145.  
  146. Loading c:\users\angie\desktop\folders\hammer projects\sewers.bsp
  147. No vis information, direct lighting only.
  148. Setting up ray-trace acceleration structure... Done (1.61 seconds)
  149. 3946 faces
  150. 2 degenerate faces
  151. 365871 square feet [52685424.00 square inches]
  152. 12 Displacements
  153. 6624 Square Feet [953936.75 Square Inches]
  154. sun extent from map=0.000000
  155. 24 direct lights
  156. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
  157. Build Patch/Sample Hash Table(s).....Done<0.0137 sec>
  158. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
  159. FinalLightFace Done
  160. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  161. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (17)
  162. Writing leaf ambient...done
  163. Ready to Finish
  164.  
  165. Object names Objects/Maxobjs Memory / Maxmem Fullness
  166. ------------ --------------- --------------- --------
  167. models 19/1024 912/49152 ( 1.9%)
  168. brushes 462/8192 5544/98304 ( 5.6%)
  169. brushsides 3859/65536 30872/524288 ( 5.9%)
  170. planes 3966/65536 79320/1310720 ( 6.1%)
  171. vertexes 6736/65536 80832/786432 (10.3%)
  172. nodes 3384/65536 108288/2097152 ( 5.2%)
  173. texinfos 694/12288 49968/884736 ( 5.6%)
  174. texdata 75/2048 2400/65536 ( 3.7%)
  175. dispinfos 12/0 2112/0 ( 0.0%)
  176. disp_verts 972/0 19440/0 ( 0.0%)
  177. disp_tris 1536/0 3072/0 ( 0.0%)
  178. disp_lmsamples 17344/0 17344/0 ( 0.0%)
  179. faces 3946/65536 220976/3670016 ( 6.0%)
  180. hdr faces 0/65536 0/3670016 ( 0.0%)
  181. origfaces 1401/65536 78456/3670016 ( 2.1%)
  182. leaves 3404/65536 108928/2097152 ( 5.2%)
  183. leaffaces 4510/65536 9020/131072 ( 6.9%)
  184. leafbrushes 2956/65536 5912/131072 ( 4.5%)
  185. areas 2/256 16/2048 ( 0.8%)
  186. surfedges 24234/512000 96936/2048000 ( 4.7%)
  187. edges 13020/256000 52080/1024000 ( 5.1%)
  188. LDR worldlights 24/8192 2112/720896 ( 0.3%)
  189. HDR worldlights 0/8192 0/720896 ( 0.0%)
  190. leafwaterdata 2/32768 24/393216 ( 0.0%)
  191. waterstrips 322/32768 3220/327680 ( 1.0%)
  192. waterverts 0/65536 0/786432 ( 0.0%)
  193. waterindices 5037/65536 10074/131072 ( 7.7%)
  194. cubemapsamples 0/1024 0/16384 ( 0.0%)
  195. overlays 47/512 16544/180224 ( 9.2%)
  196. LDR lightdata [variable] 1990204/0 ( 0.0%)
  197. HDR lightdata [variable] 0/0 ( 0.0%)
  198. visdata [variable] 0/16777216 ( 0.0%)
  199. entdata [variable] 75340/393216 (19.2%)
  200. LDR ambient table 3404/65536 13616/262144 ( 5.2%)
  201. HDR ambient table 3404/65536 13616/262144 ( 5.2%)
  202. LDR leaf ambient 11682/65536 327096/1835008 (17.8%)
  203. HDR leaf ambient 3404/65536 95312/1835008 ( 5.2%)
  204. occluders 0/0 0/0 ( 0.0%)
  205. occluder polygons 0/0 0/0 ( 0.0%)
  206. occluder vert ind 0/0 0/0 ( 0.0%)
  207. detail props [variable] 1/12 ( 8.3%)
  208. static props [variable] 1/14372 ( 0.0%)
  209. pakfile [variable] 213416/0 ( 0.0%)
  210. physics [variable] 176030/4194304 ( 4.2%)
  211. physics terrain [variable] 2612/1048576 ( 0.2%)
  212.  
  213. Level flags = 0
  214.  
  215. Total triangle count: 10725
  216. Writing c:\users\angie\desktop\folders\hammer projects\sewers.bsp
  217. 31 seconds elapsed
  218. Valve Software - vrad.exe SSE (May 15 2014)
  219.  
  220. Valve Radiosity Simulator
  221. 4 threads
  222. [Reading texlights from 'lights.rad']
  223. [48 texlights parsed from 'lights.rad']
  224.  
  225. Loading c:\users\angie\desktop\folders\hammer projects\sewers.bsp
  226. No vis information, direct lighting only.
  227. Setting up ray-trace acceleration structure... Done (1.40 seconds)
  228. 3946 faces
  229. 2 degenerate faces
  230. 365871 square feet [52685424.00 square inches]
  231. 12 Displacements
  232. 6624 Square Feet [953936.75 Square Inches]
  233. sun extent from map=0.000000
  234. 24 direct lights
  235. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
  236. Build Patch/Sample Hash Table(s).....Done<0.0215 sec>
  237. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
  238. FinalLightFace Done
  239. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  240. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (18)
  241. Writing leaf ambient...done
  242. Ready to Finish
  243.  
  244. Object names Objects/Maxobjs Memory / Maxmem Fullness
  245. ------------ --------------- --------------- --------
  246. models 19/1024 912/49152 ( 1.9%)
  247. brushes 462/8192 5544/98304 ( 5.6%)
  248. brushsides 3859/65536 30872/524288 ( 5.9%)
  249. planes 3966/65536 79320/1310720 ( 6.1%)
  250. vertexes 6736/65536 80832/786432 (10.3%)
  251. nodes 3384/65536 108288/2097152 ( 5.2%)
  252. texinfos 694/12288 49968/884736 ( 5.6%)
  253. texdata 75/2048 2400/65536 ( 3.7%)
  254. dispinfos 12/0 2112/0 ( 0.0%)
  255. disp_verts 972/0 19440/0 ( 0.0%)
  256. disp_tris 1536/0 3072/0 ( 0.0%)
  257. disp_lmsamples 17344/0 17344/0 ( 0.0%)
  258. faces 3946/65536 220976/3670016 ( 6.0%)
  259. hdr faces 3946/65536 220976/3670016 ( 6.0%)
  260. origfaces 1401/65536 78456/3670016 ( 2.1%)
  261. leaves 3404/65536 108928/2097152 ( 5.2%)
  262. leaffaces 4510/65536 9020/131072 ( 6.9%)
  263. leafbrushes 2956/65536 5912/131072 ( 4.5%)
  264. areas 2/256 16/2048 ( 0.8%)
  265. surfedges 24234/512000 96936/2048000 ( 4.7%)
  266. edges 13020/256000 52080/1024000 ( 5.1%)
  267. LDR worldlights 24/8192 2112/720896 ( 0.3%)
  268. HDR worldlights 24/8192 2112/720896 ( 0.3%)
  269. leafwaterdata 2/32768 24/393216 ( 0.0%)
  270. waterstrips 322/32768 3220/327680 ( 1.0%)
  271. waterverts 0/65536 0/786432 ( 0.0%)
  272. waterindices 5037/65536 10074/131072 ( 7.7%)
  273. cubemapsamples 0/1024 0/16384 ( 0.0%)
  274. overlays 47/512 16544/180224 ( 9.2%)
  275. LDR lightdata [variable] 1990204/0 ( 0.0%)
  276. HDR lightdata [variable] 1990204/0 ( 0.0%)
  277. visdata [variable] 0/16777216 ( 0.0%)
  278. entdata [variable] 75340/393216 (19.2%)
  279. LDR ambient table 3404/65536 13616/262144 ( 5.2%)
  280. HDR ambient table 3404/65536 13616/262144 ( 5.2%)
  281. LDR leaf ambient 11682/65536 327096/1835008 (17.8%)
  282. HDR leaf ambient 11682/65536 327096/1835008 (17.8%)
  283. occluders 0/0 0/0 ( 0.0%)
  284. occluder polygons 0/0 0/0 ( 0.0%)
  285. occluder vert ind 0/0 0/0 ( 0.0%)
  286. detail props [variable] 1/12 ( 8.3%)
  287. static props [variable] 1/14372 ( 0.0%)
  288. pakfile [variable] 213416/0 ( 0.0%)
  289. physics [variable] 176030/4194304 ( 4.2%)
  290. physics terrain [variable] 2612/1048576 ( 0.2%)
  291.  
  292. Level flags = 0
  293.  
  294. Total triangle count: 10725
  295. Writing c:\users\angie\desktop\folders\hammer projects\sewers.bsp
  296. 30 seconds elapsed
  297.  
  298. ** Executing...
  299. ** Command: Copy File
  300. ** Parameters: "C:\Users\angie\Desktop\Folders\Hammer projects\sewers.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\sewers.bsp"
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