Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mac338\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2" "C:\Users\nichr642\Documents\maps\Level01_apartment_dev.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2\materials
Loading C:\Users\nichr642\Documents\maps\Level01_apartment_dev.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/level01_apartment_dev/dev/dev_blendmeasure_wvt_patch
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\nichr642\Documents\maps\Level01_apartment_dev.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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...
done (0) (28832 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 94 texinfos to 47
Reduced 13 texdatas to 10 (400 bytes to 339)
Writing C:\Users\nichr642\Documents\maps\Level01_apartment_dev.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mac338\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2" "C:\Users\nichr642\Documents\maps\Level01_apartment_dev"
Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp
reading c:\users\nichr642\documents\maps\Level01_apartment_dev.prt
103 portalclusters
291 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: 11 visible clusters (0.00%)
Total clusters visible: 5236
Average clusters visible: 50
Building PAS...
Average clusters audible: 98
visdatasize:3519 compressed from 3296
writing c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mac338\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2" "C:\Users\nichr642\Documents\maps\Level01_apartment_dev"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
225 faces
25088 square feet [3612672.25 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
225 patches before subdivision
4581 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 375314, max 292
transfer lists: 2.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(19222, 10174, 3843)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(8547, 1920, 363)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3810, 308, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1755, 55, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(822, 9, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(390, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(187, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(90, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(44, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(22, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(11, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0011 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 82/8192 984/98304 ( 1.0%)
brushsides 508/65536 4064/524288 ( 0.8%)
planes 186/65536 3720/1310720 ( 0.3%)
vertexes 529/65536 6348/786432 ( 0.8%)
nodes 230/65536 7360/2097152 ( 0.4%)
texinfos 47/12288 3384/884736 ( 0.4%)
texdata 10/2048 320/65536 ( 0.5%)
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 225/65536 12600/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 143/65536 8008/3670016 ( 0.2%)
leaves 232/65536 7424/2097152 ( 0.4%)
leaffaces 250/65536 500/131072 ( 0.4%)
leafbrushes 152/65536 304/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1701/512000 6804/2048000 ( 0.3%)
edges 1024/256000 4096/1024000 ( 0.4%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 32/32768 320/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 615/65536 1230/131072 ( 0.9%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 96016/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3519/16777216 ( 0.0%)
entdata [variable] 3255/393216 ( 0.8%)
LDR ambient table 232/65536 928/262144 ( 0.4%)
HDR ambient table 232/65536 928/262144 ( 0.4%)
LDR leaf ambient 963/65536 26964/1835008 ( 1.5%)
HDR leaf ambient 232/65536 6496/1835008 ( 0.4%)
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] 1/12 ( 8.3%)
pakfile [variable] 529752/0 ( 0.0%)
physics [variable] 28832/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 679
Writing c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp
8 seconds elapsed
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
225 faces
25088 square feet [3612672.25 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
225 patches before subdivision
4581 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 375314, max 292
transfer lists: 2.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2093, 1672, 871)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(800, 503, 217)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(203, 70, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(66, 15, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(21, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0011 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 82/8192 984/98304 ( 1.0%)
brushsides 508/65536 4064/524288 ( 0.8%)
planes 186/65536 3720/1310720 ( 0.3%)
vertexes 529/65536 6348/786432 ( 0.8%)
nodes 230/65536 7360/2097152 ( 0.4%)
texinfos 47/12288 3384/884736 ( 0.4%)
texdata 10/2048 320/65536 ( 0.5%)
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 225/65536 12600/3670016 ( 0.3%)
hdr faces 225/65536 12600/3670016 ( 0.3%)
origfaces 143/65536 8008/3670016 ( 0.2%)
leaves 232/65536 7424/2097152 ( 0.4%)
leaffaces 250/65536 500/131072 ( 0.4%)
leafbrushes 152/65536 304/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1701/512000 6804/2048000 ( 0.3%)
edges 1024/256000 4096/1024000 ( 0.4%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 6/8192 528/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 32/32768 320/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 615/65536 1230/131072 ( 0.9%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 96016/0 ( 0.0%)
HDR lightdata [variable] 96016/0 ( 0.0%)
visdata [variable] 3519/16777216 ( 0.0%)
entdata [variable] 3255/393216 ( 0.8%)
LDR ambient table 232/65536 928/262144 ( 0.4%)
HDR ambient table 232/65536 928/262144 ( 0.4%)
LDR leaf ambient 963/65536 26964/1835008 ( 1.5%)
HDR leaf ambient 823/65536 23044/1835008 ( 1.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 529752/0 ( 0.0%)
physics [variable] 28832/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 679
Writing c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp
6 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\nichr642\Documents\maps\Level01_apartment_dev.bsp" "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2\maps\Level01_apartment_dev.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2" +map "Level01_apartment_dev"
And here's a picture of the issue.