006
09.03.2009, 16:17
Chaoz
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Compile Log
** Executing... ** Command: "c:\programme\steam\steamapps\***\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\programme\steam\steamapps\***\counter-strike source\cstrike" "C:\meineMap\ba_jail_mow_beta"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\programme\steam\steamapps\ente90\counter-strike source\cstrike\materials Loading C:\meineMap\ba_jail_mow_beta.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 224 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (4) writing C:\meineMap\ba_jail_mow_beta.prt...done (1) error: material CONCRETE/CONCRETEFLOOR001A doesn't have a $bottommaterial error: material CONCRETE/CONCRETEFLOOR001A doesn't have a $bottommaterial error: material CONCRETE/CONCRETEFLOOR001A doesn't have a $bottommaterial error: material CONCRETE/CONCRETEFLOOR001A doesn't have a $bottommaterial error: material CONCRETE/CONCRETEFLOOR001A doesn't have a $bottommaterial Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_dust*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_dustrt" Can't load skybox file skybox/sky_dust 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 (2) (1649576 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 4909 texinfos to 3130 Reduced 81 texdatas to 68 (2069 bytes to 1490) Writing C:\meineMap\ba_jail_mow_beta.bsp 19 seconds elapsed
** Executing... ** Command: "c:\programme\steam\steamapps\***\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\programme\steam\steamapps\***\counter-strike source\cstrike" -fast "C:\meineMap\ba_jail_mow_beta"
Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\meinemap\ba_jail_mow_beta.bsp reading c:\meinemap\ba_jail_mow_beta.prt 5360 portalclusters 19329 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (118) Optimized: 1998705 visible clusters (0.00%) Total clusters visible: 20024393 Average clusters visible: 3735 Building PAS... Average clusters audible: 5334 visdatasize:6616424 compressed from 7203840 writing c:\meinemap\ba_jail_mow_beta.bsp 2 minutes, 10 seconds elapsed
** Executing... ** Command: "c:\programme\steam\steamapps\***\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\programme\steam\steamapps\***\counter-strike source\cstrike" -noextra "C:\meineMap\ba_jail_mow_beta"
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:\meinemap\ba_jail_mow_beta.bsp 21349 faces 143 degenerate faces 2827261 square feet [407125600.00 square inches] 0 displacements 0 square feet [0.00 square inches] 21206 patches before subdivision 104008 patches after subdivision 95 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (291) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1200) transfers 17491969, max 2888 transfer lists: 133.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(195219, 64030, 53820) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(37493, 5270, 2876) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(5468, 1000, 791) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(1511, 415, 393) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(562, 237, 246) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(304, 150, 160) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(185, 98, 106) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(117, 65, 72) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(76, 44, 49) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(50, 30, 34) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(34, 21, 24) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(23, 15, 18) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(16, 11, 13) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(11, 8, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(8, 6, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(6, 5, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(4, 4, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #18 added RGB(3, 3, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(3, 2, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #20 added RGB(2, 2, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #21 added RGB(2, 2, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #22 added RGB(1, 1, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #23 added RGB(1, 1, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #24 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #25 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #26 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #27 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.1124 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 129/1024 6192/49152 (12.6%) brushes 4499/8192 53988/98304 (54.9%) brushsides 29910/65536 239280/524288 (45.6%) planes 11306/65536 226120/1310720 (17.3%) vertexes 38559/65536 462708/786432 (58.8%) nodes 10766/65536 344512/2097152 (16.4%) texinfos 3130/12288 225360/884736 (25.5%) texdata 68/2048 2176/65536 ( 3.3%) 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 21349/65536 1195544/3670016 (32.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 14534/65536 813904/3670016 (22.2%) leaves 10896/65536 348672/2097152 (16.6%) leaffaces 25447/65536 50894/131072 (38.8%) leafbrushes 8204/65536 16408/131072 (12.5%) areas 3/256 24/2048 ( 1.2%) surfedges 163278/512000 653112/2048000 (31.9%) edges 100553/256000 402212/1024000 (39.3%) LDR worldlights 94/8192 8272/720896 ( 1.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 1870/32768 18700/327680 ( 5.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 55023/65536 110046/131072 (84.0%) VERY FULL! cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3726168/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 6616424/16777216 (39.4%) entdata [variable] 175063/393216 (44.5%) LDR leaf ambient 10896/65536 261504/1572864 (16.6%) 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] 1/29044 ( 0.0%) pakfile [variable] 22624/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 1649576/4194304 (39.3%) ==== Total Win32 BSP file data space used: 17629485 bytes ====
Total triangle count: 62218 Writing c:\meinemap\ba_jail_mow_beta.bsp 25 minutes, 22 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\meineMap\ba_jail_mow_beta.bsp" "c:\programme\steam\steamapps\***\counter-strike source\cstrike\maps\ba_jail_mow_beta.bsp"
Ach ja und noch dazu hl2.exe kackt immer ab wenn ich die map dann trotzdem starten will...-.- mfg Chaoz
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