by smashballs on Wed May 29, 2013 1:52 pm
My entire compile log:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\smashballs\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\smashballs\half-life 2\hl2" "C:\Program Files (x86)\Steam\SteamApps\smashballs\sourcesdk_content\hl2\mapsrc\prisonescape.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\smashballs\half-life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\smashballs\sourcesdk_content\hl2\mapsrc\prisonescape.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\smashballs\half-life 2\hl2\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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\smashballs\sourcesdk_content\hl2\mapsrc\prisonescape.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) (105225 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 230 texinfos to 109
Reduced 10 texdatas to 10 (220 bytes to 220)
Writing C:\Program Files (x86)\Steam\SteamApps\smashballs\sourcesdk_content\hl2\mapsrc\prisonescape.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\smashballs\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\smashballs\half-life 2\hl2" "C:\Program Files (x86)\Steam\SteamApps\smashballs\sourcesdk_content\hl2\mapsrc\prisonescape"
Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading c:\program files (x86)\steam\steamapps\smashballs\sourcesdk_content\hl2\mapsrc\prisonescape.bsp
reading c:\program files (x86)\steam\steamapps\smashballs\sourcesdk_content\hl2\mapsrc\prisonescape.prt
147 portalclusters
209 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: 26 visible clusters (0.00%)
Total clusters visible: 7273
Average clusters visible: 49
Building PAS...
Average clusters audible: 97
visdatasize:5468 compressed from 7056
writing c:\program files (x86)\steam\steamapps\smashballs\sourcesdk_content\hl2\mapsrc\prisonescape.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\smashballs\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\smashballs\half-life 2\hl2" "C:\Program Files (x86)\Steam\SteamApps\smashballs\sourcesdk_content\hl2\mapsrc\prisonescape"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\smashballs\sourcesdk_content\hl2\mapsrc\prisonescape.bsp
Setting up ray-trace acceleration structure... Done (0.71 seconds)
778 faces
78651 square feet [11325771.00 square inches]
6 Displacements
28 Square Feet [4147.97 Square Inches]
778 patches before subdivision
9392 patches after subdivision
79 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 731856, max 333
transfer lists: 5.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(133958, 107385, 66012)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(50013, 34998, 13589)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(19152, 11639, 2845)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(7341, 3886, 598)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2831, 1305, 126)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1095, 440, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(425, 149, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(165, 51, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(64, 17, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(25, 6, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(10, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0053 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
6 of 6 (100% 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 6/1024 288/49152 ( 0.6%)
brushes 292/8192 3504/98304 ( 3.6%)
brushsides 1768/65536 14144/524288 ( 2.7%)
planes 630/65536 12600/1310720 ( 1.0%)
vertexes 1666/65536 19992/786432 ( 2.5%)
nodes 433/65536 13856/2097152 ( 0.7%)
texinfos 109/12288 7848/884736 ( 0.9%)
texdata 10/2048 320/65536 ( 0.5%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 150/0 3000/0 ( 0.0%)
disp_tris 192/0 384/0 ( 0.0%)
disp_lmsamples 256/0 256/0 ( 0.0%)
faces 778/65536 43568/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 459/65536 25704/3670016 ( 0.7%)
leaves 440/65536 14080/2097152 ( 0.7%)
leaffaces 810/65536 1620/131072 ( 1.2%)
leafbrushes 409/65536 818/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5538/512000 22152/2048000 ( 1.1%)
edges 3560/256000 14240/1024000 ( 1.4%)
LDR worldlights 79/8192 6952/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 43/32768 430/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 759/65536 1518/131072 ( 1.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 513272/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 5468/16777216 ( 0.0%)
entdata [variable] 142782/393216 (36.3%)
LDR ambient table 440/65536 1760/262144 ( 0.7%)
HDR ambient table 440/65536 1760/262144 ( 0.7%)
LDR leaf ambient 1572/65536 44016/1835008 ( 2.4%)
HDR leaf ambient 440/65536 12320/1835008 ( 0.7%)
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] 1/12 ( 8.3%)
static props [variable] 1/10750 ( 0.0%)
pakfile [variable] 105679/0 ( 0.0%)
physics [variable] 105225/4194304 ( 2.5%)
physics terrain [variable] 642/1048576 ( 0.1%)
Level flags = 0
Total triangle count: 2156
Writing c:\program files (x86)\steam\steamapps\smashballs\sourcesdk_content\hl2\mapsrc\prisonescape.bsp
12 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\smashballs\sourcesdk_content\hl2\mapsrc\prisonescape.bsp" "c:\program files (x86)\steam\steamapps\smashballs\half-life 2\hl2\maps\prisonescape.bsp"
I checked for any in game errors and alls I can find was a (could not find sequence "harassfront2") which was the animation that plays but now it doesn't? I did not modify it I assume the game doesn't load it because of the memory it takes for the engine to load my map.
I found that the cordon was at only the first hallway and stretched it around the entire level and the lag stop. Thank you for for fixing that!
But I still can't see why my scripted sequences are not finding animations like they use too, I only have five scripted sequences.