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Hammer compile log

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Jan 26th, 2017
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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\JimboPimbo\Desktop\usb\City6Industrial.vmf"
  5.  
  6. Valve Software - vbsp.exe (May 15 2014)
  7. 8 threads
  8. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
  9. Loading C:\Users\JimboPimbo\Desktop\usb\City6Industrial.vmf
  10. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
  11. Can't find surfaceprop woodpanel for material HL2_LEAK/PROPS/WOODCRATE005A, using default
  12. Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
  13. Patching WVT material: maps/city6industrial/nature/blenddirtgrass001a_wvt_patch
  14. Patching WVT material: maps/city6industrial/nature/red_grass_wvt_patch
  15. Patching WVT material: maps/city6industrial/nature/blenddirtgrass008a_wvt_patch
  16. Patching WVT material: maps/city6industrial/concrete/blendconcreterock001a_wvt_patch
  17. fixing up env_cubemap materials on brush sides...
  18. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  19.  
  20. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1246.2 -250.0 168.5)
  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: Brush 637:
  27.  
  28.  
  29. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1246.2 -250.0 232.5)
  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: Brush 637:
  36.  
  37.  
  38. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 -186.0 192.0)
  39. Leaf 0 contents:
  40. Leaf 1 contents: CONTENTS_SOLID
  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: Brush 637:
  45.  
  46.  
  47. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1172.0 -122.0 192.0)
  48. Leaf 0 contents:
  49. Leaf 1 contents: CONTENTS_SOLID
  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: Brush 637:
  54.  
  55.  
  56. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1322.0 -122.0 213.0)
  57. Leaf 0 contents:
  58. Leaf 1 contents: CONTENTS_SOLID
  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: Brush 637:
  63.  
  64.  
  65. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1322.0 -122.0 149.0)
  66. Leaf 0 contents:
  67. Leaf 1 contents: CONTENTS_SOLID
  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: Brush 637:
  72.  
  73. ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
  74.  
  75. FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (622.4 744.6 654.2)
  76. Leaf 0 contents:
  77. Leaf 1 contents: CONTENTS_SOLID
  78. viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
  79. This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
  80. Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
  81. Candidate brush IDs: Brush 161:
  82.  
  83. Processing areas...done (0)
  84. Building Faces...done (0)
  85. Chop Details...done (0)
  86. Find Visible Detail Sides...
  87. Merged 46 detail faces...done (0)
  88. Merging details...done (0)
  89. FixTjuncs...
  90. PruneNodes...
  91. WriteBSP...
  92. NODRAW on terrain surface!
  93. done (0)
  94. writing C:\Users\JimboPimbo\Desktop\usb\City6Industrial.prt...Building visibility clusters...
  95. done (0)
  96. Creating default LDR cubemaps for env_cubemap using skybox materials:
  97. skybox/sky_ep01_04*.vmt
  98. ! Run buildcubemaps in the engine to get the correct cube maps.
  99. Creating default HDR cubemaps for env_cubemap using skybox materials:
  100. skybox/sky_ep01_04*.vmt
  101. ! Run buildcubemaps in the engine to get the correct cube maps.
  102. Finding displacement neighbors...
  103. Found a displacement edge abutting multiple other edges.
  104. Finding lightmap sample positions...
  105. Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
  106. KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/hl2_leak/decals/decal_posters001a.vmt
  107. LightmappedGeneric,
  108. KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/hl2_leak/decals/decal_posters001a.vmt
  109. LightmappedGeneric,
  110. KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/hl2_leak/decals/decal_posters002a.vmt
  111. LightmappedGeneric,
  112. KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/hl2_leak/decals/decal_posters002a.vmt
  113. LightmappedGeneric,
  114. Building Physics collision data...
  115. done (0) (652670 bytes)
  116. Error! To use model "models/props_c17/powerbox.mdl"
  117. with prop_static, it must be compiled with $staticprop!
  118. Error loading studio model "models/props_c17/powerbox.mdl"!
  119.  
  120. ** Executing...
  121. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
  122. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" -fast "C:\Users\JimboPimbo\Desktop\usb\City6Industrial"
  123.  
  124. Valve Software - vvis.exe (May 15 2014)
  125. fastvis = true
  126. 8 threads
  127. reading c:\users\jimbopimbo\desktop\usb\City6Industrial.bsp
  128. reading c:\users\jimbopimbo\desktop\usb\City6Industrial.prt
  129. 2376 portalclusters
  130. 7102 numportals
  131. BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
  132. Optimized: 379384 visible clusters (12.53%)
  133. Total clusters visible: 3028903
  134. Average clusters visible: 1274
  135. Building PAS...
  136. Average clusters audible: 2124
  137. visdatasize:1261334 compressed from 1444608
  138. writing c:\users\jimbopimbo\desktop\usb\City6Industrial.bsp
  139. 1 second elapsed
  140.  
  141. ** Executing...
  142. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
  143. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\JimboPimbo\Desktop\usb\City6Industrial"
  144.  
  145. Valve Software - vrad.exe SSE (May 15 2014)
  146.  
  147. Valve Radiosity Simulator
  148. 8 threads
  149. [Reading texlights from 'lights.rad']
  150. [48 texlights parsed from 'lights.rad']
  151.  
  152. Loading c:\users\jimbopimbo\desktop\usb\City6Industrial.bsp
  153. Setting up ray-trace acceleration structure... Done (1.70 seconds)
  154. 8647 faces
  155. 6 degenerate faces
  156. 1544183 square feet [222362352.00 square inches]
  157. 26 Displacements
  158. 8711 Square Feet [1254446.38 Square Inches]
  159. 8641 patches before subdivision
  160. zero area child patch
  161. zero area child patch
  162. zero area child patch
  163. 125519 patches after subdivision
  164. sun extent from map=0.000000
  165. 128 direct lights
  166. BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
  167. BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
  168. transfers 10100774, max 994
  169. transfer lists: 77.1 megs
  170. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  171. Bounce #1 added RGB(205867, 158597, 90967)
  172. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  173. Bounce #2 added RGB(23623, 17408, 8867)
  174. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  175. Bounce #3 added RGB(3689, 2708, 1210)
  176. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  177. Bounce #4 added RGB(725, 539, 212)
  178. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  179. Bounce #5 added RGB(168, 124, 43)
  180. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  181. Bounce #6 added RGB(44, 32, 10)
  182. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  183. Bounce #7 added RGB(12, 9, 2)
  184. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  185. Bounce #8 added RGB(4, 2, 1)
  186. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
  187. Bounce #9 added RGB(1, 1, 0)
  188. GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
  189. Bounce #10 added RGB(0, 0, 0)
  190. Build Patch/Sample Hash Table(s).....Done<0.0366 sec>
  191. FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
  192. FinalLightFace Done
  193. Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
  194. 0 of 0 (0% of) surface lights went in leaf ambient cubes.
  195. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
  196. Writing leaf ambient...done
  197. Ready to Finish
  198.  
  199. Object names Objects/Maxobjs Memory / Maxmem Fullness
  200. ------------ --------------- --------------- --------
  201. models 79/1024 3792/49152 ( 7.7%)
  202. brushes 1781/8192 21372/98304 (21.7%)
  203. brushsides 11630/65536 93040/524288 (17.7%)
  204. planes 6276/65536 125520/1310720 ( 9.6%)
  205. vertexes 15328/65536 183936/786432 (23.4%)
  206. nodes 5355/65536 171360/2097152 ( 8.2%)
  207. texinfos 1988/12288 143136/884736 (16.2%)
  208. texdata 587/2048 18784/65536 (28.7%)
  209. dispinfos 26/0 4576/0 ( 0.0%)
  210. disp_verts 1210/0 24200/0 ( 0.0%)
  211. disp_tris 1792/0 3584/0 ( 0.0%)
  212. disp_lmsamples 24724/0 24724/0 ( 0.0%)
  213. faces 8647/65536 484232/3670016 (13.2%)
  214. hdr faces 0/65536 0/3670016 ( 0.0%)
  215. origfaces 4391/65536 245896/3670016 ( 6.7%)
  216. leaves 5435/65536 173920/2097152 ( 8.3%)
  217. leaffaces 10175/65536 20350/131072 (15.5%)
  218. leafbrushes 4494/65536 8988/131072 ( 6.9%)
  219. areas 4/256 32/2048 ( 1.6%)
  220. surfedges 58747/512000 234988/2048000 (11.5%)
  221. edges 35123/256000 140492/1024000 (13.7%)
  222. LDR worldlights 128/8192 11264/720896 ( 1.6%)
  223. HDR worldlights 0/8192 0/720896 ( 0.0%)
  224. leafwaterdata 0/32768 0/393216 ( 0.0%)
  225. waterstrips 833/32768 8330/327680 ( 2.5%)
  226. waterverts 0/65536 0/786432 ( 0.0%)
  227. waterindices 13920/65536 27840/131072 (21.2%)
  228. cubemapsamples 8/1024 128/16384 ( 0.8%)
  229. overlays 264/512 92928/180224 (51.6%)
  230. LDR lightdata [variable] 7017212/0 ( 0.0%)
  231. HDR lightdata [variable] 0/0 ( 0.0%)
  232. visdata [variable] 1261334/16777216 ( 7.5%)
  233. entdata [variable] 325845/393216 (82.9%) VERY FULL!
  234. LDR ambient table 5435/65536 21740/262144 ( 8.3%)
  235. HDR ambient table 5435/65536 21740/262144 ( 8.3%)
  236. LDR leaf ambient 21113/65536 591164/1835008 (32.2%)
  237. HDR leaf ambient 5435/65536 152180/1835008 ( 8.3%)
  238. occluders 0/0 0/0 ( 0.0%)
  239. occluder polygons 0/0 0/0 ( 0.0%)
  240. occluder vert ind 0/0 0/0 ( 0.0%)
  241. detail props [variable] 1/1920 ( 0.1%)
  242. dtl prp lght [variable] 1/4 (25.0%)
  243. HDR dtl prp lght [variable] 1/4 (25.0%)
  244. static props [variable] 1/36080 ( 0.0%)
  245. pakfile [variable] 1046713/0 ( 0.0%)
  246. physics [variable] 649010/4194304 (15.5%)
  247. physics terrain [variable] 2864/1048576 ( 0.3%)
  248.  
  249. Level flags = 0
  250.  
  251. Total triangle count: 23899
  252. Writing c:\users\jimbopimbo\desktop\usb\City6Industrial.bsp
  253. 38 seconds elapsed
  254.  
  255. ** Executing...
  256. ** Command: Copy File
  257. ** Parameters: "C:\Users\JimboPimbo\Desktop\usb\City6Industrial.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\City6Industrial.bsp"
  258.  
  259.  
  260. ** Executing...
  261. ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe"
  262. ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" +map "City6Industrial" -steam
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