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Autor Beitrag
000
06.10.2009, 17:12
Ironkekz



Guten tag @ all,
Ich habe eine map für css erstellt und nach dem fast kompilen klappt fast alles, außer dass eine eigentlich weiße Textur ab undzu auf orange wechselt. Das kann ja aber vl am fast kompilen liegen und wird beim final kompilen nicht mehr auftreten.

Mein Eigentliches problem ist das beim final kompilen auf einmal die Waffen und Westen der Player so einen weißen schein haben. Das ist auch nicht nur bei dieser Map gewesen.

Folgendes habe ich ausprobiert:

-beim final compilen den parameter "-both" bei light.exe rausnehmen
--> Map scheinbar in ordnung aber ich glaube das hier die Quali sschlechter ist

-beim final compilen den parameter "-gamma 0,5" bei light.exe hizufügen
--> keine schatten , die ganze map gleich beleuchtet

meine Frage: Ist es ok wenn ich -both weglasse? Warum kommt dieser weiße schein? Hilft es wenn ich compiler außerhalb von hammer benutze?( bin mit ZHLT Compile GUI X² nicht kla gekommen)

Bitte um Hilfe
Ironkekz

PS: die map gibts hier zu sehen : http://www.youtube.com/watch?v=znHTy0RJD1U

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001
06.10.2009, 17:42
Ironkekz



Hier noch ein paar Srenshots:

kein schatten: http://img15.imageshack.us/img15/3976/ohneschatten.jpg

der weiße schein:
http://img5.imageshack.us/img5/8010/weierschein1.jpg
http://img196.imageshack.us/i/weierschein2.jpg/

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002
06.10.2009, 18:22
m_iace



compillog !

und hast du die cubemaps richtig gesetzt und buildcubemaps in die ingame console.... ?

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003
06.10.2009, 18:59
Ironkekz



ok tut mir leid das ich den compillog noch nich hatte. Das wird noch bis morgen dauern, weil das so lange dauert zu compillen (ich denke mal der fastcompillog wird nicht viel bringen, da dort die map ja scheinbar funktioniert).

also cube maps habe ich bei großen wasserflächen gesetzt. Habe manchmal mehrere Wasserflächen über strg mit einer Cubemap verbunden. D.h bei seiten teilen des wassers könnten sie fehlen. ( ich werd das vorm compilen nochmal checken ;D ) Haber auch EIN Waterlodcontrol gesetzt. Alle werte müssten die standart werte sein.

Wie funktioniert das mit buildcubemaps in der ingame console?

thx schonmal

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004
27.10.2009, 19:01
Ironkekz



** Executing...
** Command: "c:\program files\steam\steamapps\[...]\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\[...]\counter-strike source\cstrike" "c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v9"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\[...]\counter-strike source\cstrike\materials
Loading c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v9.vmf
fixing up env_cubemap materials on brush sides...
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...
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:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v9.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/italy*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

--


Dieser Beitrag wurde am 27.10.2009 um 19:07 von Ironkekz bearbeitet.
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005
27.10.2009, 19:02
Ironkekz



No such variable "$hdrbasetexture" for material "skybox/italyrt"
Can't load skybox file skybox/italy to build the default cubemap!
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) (139237 bytes)
Error! prop_static using model "models/props_junk/gascan001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/gascan001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1164 texinfos to 769
Reduced 51 texdatas to 37 (2229 bytes to 1281)
Writing c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v9.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\[...]\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\[...]\counter-strike source\cstrike" "c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v9"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v9.bsp
reading c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v9.prt
1019 portalclusters
3666 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 (13892)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 1983 visible clusters (0.00%)
Total clusters visible: 653319
Average clusters visible: 641
Building PAS...
Average clusters audible: 1007
visdatasize:261624 compressed from 260864
writing c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v9.bsp
3 hours, 51 minutes, 33 seconds elapsed

--


Dieser Beitrag wurde am 27.10.2009 um 19:08 von Ironkekz bearbeitet.
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006
27.10.2009, 19:04
Ironkekz



** Executing...
** Command: "c:\program files\steam\steamapps\[...]\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -final -game "c:\program files\steam\steamapps\[...]\counter-strike source\cstrike" "c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v9"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v9.bsp
3051 faces
2306217 square feet [332095296.00 square inches]
0 displacements
0 square feet [0.00 square inches]
3051 patches before subdivision
68425 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (877)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (20)
transfers 13120701, max 954
transfer lists: 100.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(181204, 85578, 51042)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(73414, 33315, 22717)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(20623, 5299, 2299)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(7837, 1755, 802)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2888, 470, 167)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1152, 154, 54)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(472, 48, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(203, 16, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(90, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(41, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(20, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0435 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 36/1024 1728/49152 ( 3.5%)
brushes 338/8192 4056/98304 ( 4.1%)
brushsides 2492/65536 19936/524288 ( 3.8%)
planes 1740/65536 34800/1310720 ( 2.7%)
vertexes 5093/65536 61116/786432 ( 7.8%)
nodes 2032/65536 65024/2097152 ( 3.1%)
texinfos 769/12288 55368/884736 ( 6.3%)
texdata 37/2048 1184/65536 ( 1.8%)
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 3051/65536 170856/3670016 ( 4.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1502/65536 84112/3670016 ( 2.3%)
leaves 2069/65536 66208/2097152 ( 3.2%)
leaffaces 3604/65536 7208/131072 ( 5.5%)
leafbrushes 969/65536 1938/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 19455/512000 77820/2048000 ( 3.8%)
edges 10572/256000 42288/1024000 ( 4.1%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 150/32768 1500/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2460/65536 4920/131072 ( 3.8%)
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1330504/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 261624/16777216 ( 1.6%)
entdata [variable] 16667/393216 ( 4.2%)
LDR leaf ambient 2069/65536 49656/1572864 ( 3.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/202 ( 0.5%)
pakfile [variable] 102769/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 139237/4194304 ( 3.3%)
==== Total Win32 BSP file data space used: 2601193 bytes ====

Total triangle count: 7439
Writing c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v9.bsp
15 minutes, 3 seconds elapsed

--


Dieser Beitrag wurde am 27.10.2009 um 19:09 von Ironkekz bearbeitet.
zum Seitenanfang zum Seitenende Profil || Suche
007
27.10.2009, 19:09
Ironkekz



** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v9.bsp" "c:\program files\steam\steamapps\[...]\counter-strike source\cstrike\maps\surf_virtual_v9.bsp"

** Executing...
** Command: "c:\program files\steam\steamapps\[...]\counter-strike source\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\[...]\counter-strike source\cstrike" +map "surf_virtual_v9"

Neu

** Executing...
** Command: "c:\program files\steam\steamapps\[...]\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\[...]\counter-strike source\cstrike" "c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v10"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\[...]\counter-strike source\cstrike\materials
Loading c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v10.vmf
fixing up env_cubemap materials on brush sides...
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...
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 (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v10.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/italy*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

--

zum Seitenanfang zum Seitenende Profil || Suche
008
27.10.2009, 19:10
Ironkekz



No such variable "$hdrbasetexture" for material "skybox/italyrt"
Can't load skybox file skybox/italy to build the default cubemap!
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) (140311 bytes)
Error! prop_static using model "models/props_junk/gascan001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/gascan001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1175 texinfos to 761
Reduced 51 texdatas to 37 (2283 bytes to 1315)
Writing c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v10.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\[...]\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\[...]\counter-strike source\cstrike" "c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v10"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v10.bsp
reading c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v10.prt
1019 portalclusters
3651 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 (13719)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 2023 visible clusters (0.00%)
Total clusters visible: 649495
Average clusters visible: 637
Building PAS...
Average clusters audible: 1006
visdatasize:259989 compressed from 260864
writing c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v10.bsp
3 hours, 48 minutes, 40 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\[...]\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -final -game "c:\program files\steam\steamapps\[...]\counter-strike source\cstrike" "c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v10"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v10.bsp
3059 faces
2306305 square feet [332108032.00 square inches]
0 displacements
0 square feet [0.00 square inches]
3059 patches before subdivision
67949 patches after subdivision
7 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (873)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (20)
transfers 13039760, max 956
transfer lists: 99.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(193498, 94267, 51966)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(77157, 35984, 23094)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(22116, 6168, 2415)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(8372, 2031, 840)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3090, 559, 179)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1228, 182, 58)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(500, 57, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(213, 19, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(94, 6, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(43, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(20, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0408 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 36/1024 1728/49152 ( 3.5%)
brushes 340/8192 4080/98304 ( 4.2%)
brushsides 2496/65536 19968/524288 ( 3.8%)
planes 1748/65536 34960/1310720 ( 2.7%)
vertexes 5084/65536 61008/786432 ( 7.8%)
nodes 2039/65536 65248/2097152 ( 3.1%)
texinfos 761/12288 54792/884736 ( 6.2%)
texdata 37/2048 1184/65536 ( 1.8%)
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 3059/65536 171304/3670016 ( 4.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1496/65536 83776/3670016 ( 2.3%)
leaves 2076/65536 66432/2097152 ( 3.2%)
leaffaces 3579/65536 7158/131072 ( 5.5%)
leafbrushes 974/65536 1948/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 19479/512000 77916/2048000 ( 3.8%)
edges 10594/256000 42376/1024000 ( 4.1%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 143/32768 1430/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2355/65536 4710/131072 ( 3.6%)
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1331720/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 259989/16777216 ( 1.5%)
entdata [variable] 17095/393216 ( 4.3%)
LDR leaf ambient 2076/65536 49824/1572864 ( 3.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/202 ( 0.5%)
pakfile [variable] 102902/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 140311/4194304 ( 3.3%)
==== Total Win32 BSP file data space used: 2602621 bytes ====

Total triangle count: 7463
Writing c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v10.bsp
14 minutes, 58 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\[...]\sourcesdk_content\cstrike\mapsrc\surf_texture\surf_virtual_v10.bsp" "c:\program files\steam\steamapps\[...]\counter-strike source\cstrike\maps\surf_virtual_v10.bsp"

** Executing...
** Command: "c:\program files\steam\steamapps\[...]\counter-strike source\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\[...]\counter-strike source\cstrike" +map "surf_virtual_v10"

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