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** Executing... ** Command: "d:\programme\valve\steam\steamapps\killaznarf\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\programme\valve\steam\steamapps\killaznarf\day of defeat source\dod" "G:\hammer editor\hammer E maps\dod_mp_dawnville"
Valve Software - vbsp.exe (May 19 2009) 1 threads materialPath: d:\programme\valve\steam\steamapps\killaznarf\day of defeat source\dod\materials Loading G:\hammer editor\hammer E maps\dod_mp_dawnville.vmf Patching WVT material: maps/dod_mp_dawnville/wood/blend_shingles004_snow_wvt_patch Patching WVT material: maps/dod_mp_dawnville/wood/blend_shingles006_snow_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (5) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (4) WARNING: node without a volume Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 130 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (5) writing G:\hammer editor\hammer E maps\dod_mp_dawnville.prt...Building visibility clusters... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_dod_09_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_dod_09_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (3) (1044396 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3966 texinfos to 3165 Reduced 159 texdatas to 144 (3937 bytes to 3300) Writing G:\hammer editor\hammer E maps\dod_mp_dawnville.bsp 22 seconds elapsed 4.383496 74.066406 0.000000 4.506145 73.087234 0.000000 1.843964 73.087234 0.000000 4.294119 73.087234 0.000000 make_triangles:calc_triangle_representation: Cannot convert 4.383496 74.066406 0.000000 4.506145 73.087234 0.000000 1.843964 73.087234 0.000000 4.294119 73.087234 0.000000 make_triangles:calc_triangle_representation: Cannot convert
** Executing... ** Command: "d:\programme\valve\steam\steamapps\killaznarf\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\programme\valve\steam\steamapps\killaznarf\day of defeat source\dod" "G:\hammer editor\hammer E maps\dod_mp_dawnville"
Valve Software - vvis.exe (May 19 2009) 1 threads reading g:\hammer editor\hammer e maps\dod_mp_dawnville.bsp reading g:\hammer editor\hammer e maps\dod_mp_dawnville.prt 8938 portalclusters 34561 numportals The map overflows the max portal count (34561 of max 32768)!
** Executing... ** Command: "d:\programme\valve\steam\steamapps\killaznarf\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "d:\programme\valve\steam\steamapps\killaznarf\day of defeat source\dod" "G:\hammer editor\hammer E maps\dod_mp_dawnville"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator 1 threads [Reading texlights from 'lights.rad'] [39 texlights parsed from 'lights.rad']
Loading g:\hammer editor\hammer e maps\dod_mp_dawnville.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (14.43 seconds) 24442 faces 91 degenerate faces 3521192 square feet [507051712.00 square inches] 288 Displacements 360599 Square Feet [51926320.00 Square Inches] light has _fifty_percent_distance of 125.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 92.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 114.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 75.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 115.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 40.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 71.000000 but _zero_percent_distance of 0.000000 60 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (238) Build Patch/Sample Hash Table(s).....Done<0.0928 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (46) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (215) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 39/1024 1872/49152 ( 3.8%) brushes 2625/8192 31500/98304 (32.0%) brushsides 27916/65536 223328/524288 (42.6%) planes 33654/65536 673080/1310720 (51.4%) vertexes 40544/65536 486528/786432 (61.9%) nodes 16805/65536 537760/2097152 (25.6%) texinfos 3165/12288 227880/884736 (25.8%) texdata 144/2048 4608/65536 ( 7.0%) dispinfos 288/0 50688/0 ( 0.0%) disp_verts 37056/0 741120/0 ( 0.0%) disp_tris 62208/0 124416/0 ( 0.0%) disp_lmsamples 799252/0 799252/0 ( 0.0%) faces 24442/65536 1368752/3670016 (37.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 10632/65536 595392/3670016 (16.2%) leaves 16845/65536 539040/2097152 (25.7%) leaffaces 27193/65536 54386/131072 (41.5%) leafbrushes 11351/65536 22702/131072 (17.3%) areas 3/256 24/2048 ( 1.2%) surfedges 164471/512000 657884/2048000 (32.1%) edges 88752/256000 355008/1024000 (34.7%) LDR worldlights 60/8192 5280/720896 ( 0.7%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2791/32768 27910/327680 ( 8.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 46917/65536 93834/131072 (71.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 5872964/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 60549/393216 (15.4%) LDR ambient table 16845/65536 67380/262144 (25.7%) HDR ambient table 16845/65536 67380/262144 (25.7%) LDR leaf ambient 46341/65536 1297548/1835008 (70.7%) HDR leaf ambient 16845/65536 471660/1835008 (25.7%) 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] 1/34224 ( 0.0%) dtl prp lght [variable] 1/64 ( 1.6%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 177443/0 ( 0.0%) physics [variable] 1044396/4194304 (24.9%) physics terrain [variable] 66388/1048576 ( 6.3%)
Level flags = 0
Total triangle count: 71879 Writing g:\hammer editor\hammer e maps\dod_mp_dawnville.bsp 8 minutes, 35 seconds elapsed Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator 1 threads [Reading texlights from 'lights.rad'] [39 texlights parsed from 'lights.rad']
Loading g:\hammer editor\hammer e maps\dod_mp_dawnville.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (14.37 seconds) 24442 faces 91 degenerate faces 3521192 square feet [507051712.00 square inches] 288 Displacements 360599 Square Feet [51926320.00 Square Inches] light has _fifty_percent_distance of 125.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 92.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 114.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 75.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 115.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 40.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 71.000000 but _zero_percent_distance of 0.000000 60 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (229) Build Patch/Sample Hash Table(s).....Done<0.0866 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (44) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (214) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 39/1024 1872/49152 ( 3.8%) brushes 2625/8192 31500/98304 (32.0%) brushsides 27916/65536 223328/524288 (42.6%) planes 33654/65536 673080/1310720 (51.4%) vertexes 40544/65536 486528/786432 (61.9%) nodes 16805/65536 537760/2097152 (25.6%) texinfos 3165/12288 227880/884736 (25.8%) texdata 144/2048 4608/65536 ( 7.0%) dispinfos 288/0 50688/0 ( 0.0%) disp_verts 37056/0 741120/0 ( 0.0%) disp_tris 62208/0 124416/0 ( 0.0%) disp_lmsamples 799252/0 799252/0 ( 0.0%) faces 24442/65536 1368752/3670016 (37.3%) hdr faces 24442/65536 1368752/3670016 (37.3%) origfaces 10632/65536 595392/3670016 (16.2%) leaves 16845/65536 539040/2097152 (25.7%) leaffaces 27193/65536 54386/131072 (41.5%) leafbrushes 11351/65536 22702/131072 (17.3%) areas 3/256 24/2048 ( 1.2%) surfedges 164471/512000 657884/2048000 (32.1%) edges 88752/256000 355008/1024000 (34.7%) LDR worldlights 60/8192 5280/720896 ( 0.7%) HDR worldlights 60/8192 5280/720896 ( 0.7%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2791/32768 27910/327680 ( 8.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 46917/65536 93834/131072 (71.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 5872964/0 ( 0.0%) HDR lightdata [variable] 5872964/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 60549/393216 (15.4%) LDR ambient table 16845/65536 67380/262144 (25.7%) HDR ambient table 16845/65536 67380/262144 (25.7%) LDR leaf ambient 46341/65536 1297548/1835008 (70.7%) HDR leaf ambient 44889/65536 1256892/1835008 (68.5%) 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] 1/34224 ( 0.0%) dtl prp lght [variable] 1/64 ( 1.6%) HDR dtl prp lght [variable] 1/64 ( 1.6%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 177443/0 ( 0.0%) physics [variable] 1044396/4194304 (24.9%) physics terrain [variable] 66388/1048576 ( 6.3%)
Level flags = 0
Total triangle count: 71879 Writing g:\hammer editor\hammer e maps\dod_mp_dawnville.bsp 8 minutes, 24 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "G:\hammer editor\hammer E maps\dod_mp_dawnville.bsp" "d:\programme\valve\steam\steamapps\killaznarf\day of defeat source\dod\maps\dod_mp_dawnville.bsp"
** Executing... ** Command: d:\programme\valve\steam\steam.exe ** Parameters: -applaunch 300 -game "d:\programme\valve\steam\steamapps\killaznarf\day of defeat source\dod" +map "dod_mp_dawnville"
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