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- Starting a 'Fast' compile.
- Starting compilation of rp_downtown_zeita_v2
- Valve Software - vbsp.exe (Jun 14 2017)
- notjunc = true
- 4 threads
- materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
- Loading C:\Users\ethan\Desktop\Map\rp_downtown_zeita_v2.vmf
- ConVarRef mat_reduceparticles doesn't point to an existing ConVar
- Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
- Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
- Patching WVT material: maps/rp_downtown_zeita_v2/nature/blendsandrock004a_wvt_patch
- Patching WVT material: maps/rp_downtown_zeita_v2/nature/blendrockdirt002a_wvt_patch
- fixing up env_cubemap materials on brush sides...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
- Processing areas...done (0)
- Building Faces...done (0)
- Chop Details...done (0)
- Find Visible Detail Sides...
- Merged 1096 detail faces...done (1)
- Merging details...done (0)
- FixTjuncs...
- PruneNodes...
- WriteBSP...
- done (3)
- writing C:\Users\ethan\Desktop\Map\rp_downtown_zeita_v2.prt...Building visibility clusters...
- done (0)
- Creating default LDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_05*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Creating default HDR cubemaps for env_cubemap using skybox materials:
- skybox/sky_day01_05*.vmt
- ! Run buildcubemaps in the engine to get the correct cube maps.
- Finding displacement neighbors...
- Found a displacement edge abutting multiple other edges.
- Finding lightmap sample positions...
- Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
- Building Physics collision data...
- WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
- done (2) (3907970 bytes)
- Unable to load vertex data "models/props_foliage/ah_apple_tree_single001.vvd"
- Valve Software - vvis.exe (Jun 14 2017)
- fastvis = true
- nosort = true
- 4 threads
- reading c:\users\ethan\desktop\map\rp_downtown_zeita_v2.bsp
- Error opening c:\users\ethan\desktop\map\rp_downtown_zeita_v2.bsp
- Valve Software - vrad.exe SSE (Jun 14 2017)
- Valve Radiosity Simulator
- 4 threads
- [Reading texlights from 'lights.rad']
- [2 texlights parsed from 'lights.rad']
- Loading c:\users\ethan\desktop\map\rp_downtown_zeita_v2.bsp
- Error opening c:\users\ethan\desktop\map\rp_downtown_zeita_v2.bsp
- 0 File(s) copied
- CompilePal - Automated Packaging
- Finding sources of game content...
- Found search paths...
- Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\custom\
- Found search path: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike
- Found search path: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\bin
- Found search path: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\download
- Reading BSP...
- Initializing pak file...
- Writing file list...
- Running bspzip...
- Finished!
- ---------------------
- 313 materials found
- 9 models found
- 0 particle files found
- 1 sounds found
- additional files:
- ---------------------
- 'Fast' compile finished in 00:00:25
- 10 errors/warnings logged:
- 10 errors/warnings logged for rp_downtown_zeita_v2:
- ● 8x: Info: Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial!
- ● 1x: Info: Found a displacement edge abutting multiple other edges
- ● 1x: Info: fastvis = true
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