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- *****
- Begin compiling file:
- C:\Users\ArctixSnowPup\OneDrive\REDTAIL ANIMATION'S WORKSHOP\mapsrc\dev_medication.vmf
- *****
- ===== Begin BSP =====
- Valve Software - vbsp.exe (Mar 16 2021)
- 16 threads
- Using shader api: shaderapiempty.dll
- materialPath: C:\Program Files (x86)\Steam\SteamApps\sourcemods\mapbase_episodic\materials
- Loading C:\Users\ArctixSnowPup\OneDrive\REDTAIL ANIMATION'S WORKSHOP\mapsrc\dev_medication.vmf
- material "dev/dev_tvmonitor_001a" not found.
- Material not found!: DEV/DEV_TVMONITOR_001A
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- 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 (0)
- Find Visible Detail Sides...
- Merged 1042 detail faces...done (0)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (0)
- writing C:\Users\ArctixSnowPup\OneDrive\REDTAIL ANIMATION'S WORKSHOP\mapsrc\dev_medication.prt...Building visibility clusters...
- done (0)
- 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 (1) (771406 bytes)
- Error loading studio model "models/props_architectural/metal_ladder_01/cap.mdl"!
- Error loading studio model "models/props_architectural/metal_ladder_01/256.mdl"!
- Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
- Compacting texture/material tables...
- Reduced 2352 texinfos to 1665
- Reduced 227 texdatas to 193 (7892 bytes to 6778)
- Writing C:\Users\ArctixSnowPup\OneDrive\REDTAIL ANIMATION'S WORKSHOP\mapsrc\dev_medication.bsp
- 7 seconds elapsed
- ===== Begin VIS =====
- Valve Software - vvis.exe (Mar 16 2021)
- 16 threads
- reading c:\users\arctixsnowpup\onedrive\redtail animation's workshop\mapsrc\dev_medication.bsp
- reading c:\users\arctixsnowpup\onedrive\redtail animation's workshop\mapsrc\dev_medication.prt
- 156 portalclusters
- 409 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Optimized: 0 visible clusters (0.00%)
- Total clusters visible: 18116
- Average clusters visible: 116
- Building PAS...
- Average clusters audible: 129
- visdatasize:7372 compressed from 7488
- writing c:\users\arctixsnowpup\onedrive\redtail animation's workshop\mapsrc\dev_medication.bsp
- 0 seconds elapsed
- ===== Begin RAD =====
- Valve Software - vrad.exe SSE (Mar 16 2021)
- Valve Radiosity Simulator
- 16 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\arctixsnowpup\onedrive\redtail animation's workshop\mapsrc\dev_medication.bsp
- Setting up ray-trace acceleration structure... Done (3.26 seconds)
- 10984 faces
- 1256480 square feet [180933184.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 10984 patches before subdivision
- 399568 patches after subdivision
- sun extent from map=0.017452
- 11 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (149)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (47)
- transfers 68836814, max 2356
- transfer lists: 525.2 megs
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #1 added RGB(839888, 497136, 353154)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #2 added RGB(107230, 54751, 31750)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #3 added RGB(17059, 8085, 4068)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #4 added RGB(3552, 1634, 729)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #5 added RGB(916, 420, 176)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #6 added RGB(288, 133, 55)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Bounce #7 added RGB(103, 48, 19)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #8 added RGB(39, 18, 7)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #9 added RGB(16, 7, 3)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #10 added RGB(6, 3, 1)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #11 added RGB(3, 1, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #12 added RGB(1, 0, 0)
- GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
- Bounce #13 added RGB(0, 0, 0)
- Build Patch/Sample Hash Table(s).....Done<0.0614 sec>
- FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
- 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 (1)
- Writing leaf ambient...done
- Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (5)
- Ready to Finish
- Object names Objects/Maxobjs Memory / Maxmem Fullness
- ------------ --------------- --------------- --------
- models 8/1024 384/49152 ( 0.8%)
- brushes 1960/8192 23520/98304 (23.9%)
- brushsides 14412/65536 115296/524288 (22.0%)
- planes 6068/65536 121360/1310720 ( 9.3%)
- vertexes 19321/65536 231852/786432 (29.5%)
- nodes 574/65536 18368/2097152 ( 0.9%)
- texinfos 1665/12288 119880/884736 (13.5%)
- texdata 193/2048 6176/65536 ( 9.4%)
- dispinfos 0/0 0/0 ( 0.0%)
- disp_verts 0/0 0/0 ( 0.0%)
- disp_tris 0/0 0/0 ( 0.0%)
- disp_lmsamples 0/0 0/0 ( 0.0%)
- faces 10984/65536 615104/3670016 (16.8%)
- hdr faces 0/65536 0/3670016 ( 0.0%)
- origfaces 6448/65536 361088/3670016 ( 9.8%)
- leaves 583/65536 18656/2097152 ( 0.9%)
- leaffaces 12768/65536 25536/131072 (19.5%)
- leafbrushes 2781/65536 5562/131072 ( 4.2%)
- areas 3/256 24/2048 ( 1.2%)
- surfedges 84984/512000 339936/2048000 (16.6%)
- edges 54881/256000 219524/1024000 (21.4%)
- LDR worldlights 11/65536 968/5767168 ( 0.0%)
- HDR worldlights 0/65536 0/5767168 ( 0.0%)
- leafwaterdata 0/32768 0/393216 ( 0.0%)
- waterstrips 2795/32768 27950/327680 ( 8.5%)
- waterverts 0/65536 0/786432 ( 0.0%)
- waterindices 51180/65536 102360/131072 (78.1%)
- cubemapsamples 3/1024 48/16384 ( 0.3%)
- overlays 23/8192 8096/2883584 ( 0.3%)
- LDR lightdata [variable] 17353452/0 ( 0.0%)
- HDR lightdata [variable] 0/0 ( 0.0%)
- visdata [variable] 7372/16777216 ( 0.0%)
- entdata [variable] 56706/393216 (14.4%)
- LDR ambient table 583/65536 2332/262144 ( 0.9%)
- HDR ambient table 583/65536 2332/262144 ( 0.9%)
- LDR leaf ambient 2368/65536 66304/1835008 ( 3.6%)
- HDR leaf ambient 583/65536 16324/1835008 ( 0.9%)
- 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] 1/28474 ( 0.0%)
- pakfile [variable] 1557907/0 ( 0.0%)
- physics [variable] 771406/4194304 (18.4%)
- physics terrain [variable] 2/1048576 ( 0.0%)
- Level flags = 1
- Total triangle count: 37033
- Writing c:\users\arctixsnowpup\onedrive\redtail animation's workshop\mapsrc\dev_medication.bsp
- 3 minutes, 32 seconds elapsed
- Valve Software - vrad.exe SSE (Mar 16 2021)
- Valve Radiosity Simulator
- 16 threads
- [Reading texlights from 'lights.rad']
- [48 texlights parsed from 'lights.rad']
- Loading c:\users\arctixsnowpup\onedrive\redtail animation's workshop\mapsrc\dev_medication.bsp
- Setting up ray-trace acceleration structure... Done (3.10 seconds)
- 10984 faces
- 1256480 square feet [180933184.00 square inches]
- 0 Displacements
- 0 Square Feet [0.00 Square Inches]
- 10984 patches before subdivision
- 399568 patches after subdivision
- sun extent from map=0.017452
- 11 direct lights
- BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (146)
- BuildVisLeafs: 0...1...2...3...4...5...6...7...8..
- *****
- ERROR: vrad.exe exited with return code 3221225477!
- *****
- *****
- ERROR: Failed to compile file:
- C:\Users\ArctixSnowPup\OneDrive\REDTAIL ANIMATION'S WORKSHOP\mapsrc\dev_medication.vmf
- *****
- *****
- ERROR: 1 file(s) failed to compile:
- - dev_medication.vmf
- Check the above compile logs^ for more information.
- *****
- ///////////////////////////////
- // All Compilation Finished! //
- ///////////////////////////////
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