** Executing...
** Command: "f:\steam\steamapps\wapcec\sourcesdk\bin\orangebox \bin\vbsp.exe"
** Parameters: -game "f:\steam\steamapps\wapcec\counter-strike source\cstrike" "F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\m apsrc\TiB_House_v1.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: f:\steam\steamapps\wapcec\counter-strike source\cstrike\materials
Loading F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\ma psrc\TiB_House_v1.vmf
Could not locate 'GameData' key in f:\steam\steamapps\wapcec\counter-strike source\cstrike\gameinfo.txt
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\ma psrc\TiB_House_v1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (1086361 bytes)
Placing detail props : 0...1...2...3...4...5...6...7..Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
.Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
8...9...10
Compacting texture/material tables...
Reduced 983 texinfos to 574
Reduced 49 texdatas to 43 (1261 bytes to 1005)
Writing F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\ma psrc\TiB_House_v1.bsp
4 seconds elapsed
** Executing...
** Command: "f:\steam\steamapps\wapcec\sourcesdk\bin\orangebox \bin\vvis.exe"
** Parameters: -game "f:\steam\steamapps\wapcec\counter-strike source\cstrike" "F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\m apsrc\TiB_House_v1"
Valve Software - vvis.exe (Oct 25 2011)
2 threads
reading f:\steam\steamapps\wapcec\sourcesdk_content\hl2\ma psrc\TiB_House_v1.bsp
reading f:\steam\steamapps\wapcec\sourcesdk_content\hl2\ma psrc\TiB_House_v1.prt
875 portalclusters
2795 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 (167)
Optimized: 674 visible clusters (0.00%)
Total clusters visible: 139849
Average clusters visible: 159
Building PAS...
Average clusters audible: 709
visdatasize:151734 compressed from 196000
writing f:\steam\steamapps\wapcec\sourcesdk_content\hl2\ma psrc\TiB_House_v1.bsp
2 minutes, 49 seconds elapsed
** Executing...
** Command: "f:\steam\steamapps\wapcec\sourcesdk\bin\orangebox \bin\vrad.exe"
** Parameters: -both -game "f:\steam\steamapps\wapcec\counter-strike source\cstrike" "F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\m apsrc\TiB_House_v1"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading f:\steam\steamapps\wapcec\sourcesdk_content\hl2\ma psrc\TiB_House_v1.bsp
Setting up ray-trace acceleration structure... Done (0.83 seconds)
3841 faces
15 degenerate faces
881096 square feet [126877880.00 square inches]
54 Displacements
116171 Square Feet [16728750.00 Square Inches]
3826 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
54544 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
48 direct lights
BuildFacelights: 0
WARNING: Too many light styles on a face at (1.000000, -44.000000, 112.675003)
WARNING: Too many light styles on a face at (1.000000, -60.000000, 124.675003)
...1.
WARNING: Too many light styles on a face at (264.000031, 348.000000, 289.000000)
WARNING: Too many light styles on a face at (328.000000, 215.000000, 386.140015)
WARNING: Too many light styles on a face at (380.000000, 215.000000, 395.070007)
WARNING: Too many light styles on a face at (380.000000, 208.000000, 289.000000)
WARNING: Too many light styles on a face at (328.000000, 208.000000, 289.000000)
WARNING: Too many light styles on a face at (840.000061, 215.000000, 402.140015)
..
WARNING: Too many light styles on a face at (360.000000, 228.000000, 65.000000)
WARNING: Too many light styles on a face at (440.000000, 220.000000, 65.000000)
WARNING: Too many light styles on a face at (376.000000, 120.000000, 65.000000)
WARNING: Too many light styles on a face at (324.000000, 72.000008, 65.000000)
2
WARNING: Too many light styles on a face at (316.000000, 212.000000, 65.000000)
WARNING: Too many light styles on a face at (8.000000, 216.000000, 65.000000)
...
WARNING: Too many light styles on a face at (8.000000, -8.000000, 65.000000)
3...4..
WARNING: Too many light styles on a face at (-196.000000, 128.000000, 289.000000)
.
WARNING: Too many light styles on a face at (-104.000000, 95.999985, 289.000000)
WARNING: Too many light styles on a face at (-180.000000, 144.000000, 289.000000)
WARNING: Too many light styles on a face at (-180.000000, 28.000000, 289.000000)
WARNING: Too many light styles on a face at (-88.000000, 24.000000, 297.000000)
WARNING: Too many light styles on a face at (-372.000000, 431.999939, 289.000000)
WARNING: Too many light styles on a face at (-260.000000, 128.000000, 289.000000)
WARNING: Too many light styles on a face at (-408.000000, 416.000000, 289.000000)
WARNING: Too many light styles on a face at (-308.000000, 144.000000, 289.000000)
WARNING: Too many light styles on a face at (-308.000000, 96.000000, 289.000000)
5
WARNING: Too many light styles on a face at (-72.000000, 232.000000, 65.000000)
WARNING: Too many light styles on a face at (-0.420803, 248.000000, 65.000000)
WARNING: Too many light styles on a face at (-54.608749, 215.999985, 65.000000)
WARNING: Too many light styles on a face at (-215.999985, 383.000000, 129.349991)
.
WARNING: Too many light styles on a face at (-248.000000, 376.000000, 65.000000)
WARNING: Too many light styles on a face at (-215.999969, 212.000000, 65.000000)
..
WARNING: Too many light styles on a face at (-144.000000, -63.000000, 322.140015)
WARNING: Too many light styles on a face at (-92.000000, -63.000000, 301.070007)
WARNING: Too many light styles on a face at (-92.000000, -63.000000, 308.000000)
WARNING: Too many light styles on a face at (-92.000000, -63.000000, 317.070007)
WARNING: Too many light styles on a face at (-64.000000, -63.000000, 338.140015)
WARNING: Too many light styles on a face at (-28.000000, -63.000000, 338.140015)
WARNING: Too many light styles on a face at (-56.000000, -8.000000, 313.000000)
WARNING: Too many light styles on a face at (-40.000000, -8.000000, 321.000000)
WARNING: Too many light styles on a face at (-72.000000, -8.000000, 305.000000)
WARNING: Too many light styles on a face at (-88.000000, -8.000000, 297.000000)
6.
WARNING: Too many light styles on a face at (-56.000000, -28.000000, 113.000000)
WARNING: Too many light styles on a face at (-23.999992, -36.000000, 121.000000)
WARNING: Too many light styles on a face at (-87.994400, -52.000000, 129.000000)
WARNING: Too many light styles on a face at (-87.994400, -68.000000, 129.000000)
..7..
WARNING: Too many light styles on a face at (1612.698364, -255.555557, 58.000000)
WARNING: Too many light styles on a face at (1967.238037, -429.290436, 58.000000)
WARNING: Too many light styles on a face at (-231.281494, 15.878389, 58.000000)
.8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 2658599, max 453
transfer lists: 20.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(32387, 19609, 13051)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2837, 1241, 645)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(533, 182, 71)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(137, 38, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(43, 9, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(15, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 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 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0351 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (12)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 54/1024 2592/49152 ( 5.3%)
brushes 543/8192 6516/98304 ( 6.6%)
brushsides 4527/65536 36216/524288 ( 6.9%)
planes 5262/65536 105240/1310720 ( 8.0%)
vertexes 7096/65536 85152/786432 (10.8%)
nodes 2521/65536 80672/2097152 ( 3.8%)
texinfos 574/12288 41328/884736 ( 4.7%)
texdata 43/2048 1376/65536 ( 2.1%)
dispinfos 54/0 9504/0 ( 0.0%)
disp_verts 4790/0 95800/0 ( 0.0%)
disp_tris 7680/0 15360/0 ( 0.0%)
disp_lmsamples 281406/0 281406/0 ( 0.0%)
faces 3841/65536 215096/3670016 ( 5.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1922/65536 107632/3670016 ( 2.9%)
leaves 2576/65536 82432/2097152 ( 3.9%)
leaffaces 4166/65536 8332/131072 ( 6.4%)
leafbrushes 1962/65536 3924/131072 ( 3.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 26869/512000 107476/2048000 ( 5.2%)
edges 15181/256000 60724/1024000 ( 5.9%)
LDR worldlights 46/8192 4048/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 334/32768 3340/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5550/65536 11100/131072 ( 8.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3409712/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 151734/16777216 ( 0.9%)
entdata [variable] 242345/393216 (61.6%)
LDR ambient table 2576/65536 10304/262144 ( 3.9%)
HDR ambient table 2576/65536 10304/262144 ( 3.9%)
LDR leaf ambient 7039/65536 197092/1835008 (10.7%)
HDR leaf ambient 2576/65536 72128/1835008 ( 3.9%)
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] 1/996 ( 0.1%)
pakfile [variable] 175047/0 ( 0.0%)
physics [variable] 1086361/4194304 (25.9%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 11193
Writing f:\steam\steamapps\wapcec\sourcesdk_content\hl2\ma psrc\TiB_House_v1.bsp
57 seconds elapsed
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading f:\steam\steamapps\wapcec\sourcesdk_content\hl2\ma psrc\TiB_House_v1.bsp
Setting up ray-trace acceleration structure... Done (0.84 seconds)
3841 faces
15 degenerate faces
881096 square feet [126877880.00 square inches]
54 Displacements
116171 Square Feet [16728750.00 Square Inches]
3826 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
54544 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
48 direct lights
BuildFacelights: 0
(EDITED TO REMOVE WARNING: Too many light styles on a face at)
.8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 2658599, max 453
transfer lists: 20.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(32387, 19609, 13051)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2837, 1241, 645)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(533, 182, 71)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(137, 38, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(43, 9, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(15, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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<0.0373 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (14)
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 (12)
Writing leaf ambient...done
I cut out the "ready to finish" segment.