by Baggs on Sat May 25, 2013 2:38 am
Here's the compile log:
** Executing...
** Command: "c:\program files\steam\steamapps\darthfootball\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\darthfootball\half-life 2 episode one\episodic" "C:\HammerAutosave\JeniferSt_nostairrails.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
2 threads
materialPath: c:\program files\steam\steamapps\darthfootball\half-life 2 episode one\episodic\materials
Loading C:\HammerAutosave\JeniferSt_nostairrails.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\darthfootball\half-life 2 episode one\episodic\gameinfo.txt
Patching WVT material: maps/jeniferst_nostairrails/nature/blenddirtgrass008b_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 770 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\HammerAutosave\JeniferSt_nostairrails.prt...Building visibility clusters...
done (1)
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) (566682 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 461 texinfos to 348
Reduced 80 texdatas to 74 (2275 bytes to 2001)
Writing C:\HammerAutosave\JeniferSt_nostairrails.bsp
4 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\darthfootball\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\darthfootball\half-life 2 episode one\episodic" -fast "C:\HammerAutosave\JeniferSt_nostairrails"
Valve Software - vvis.exe (Sep 15 2011)
fastvis = true
2 threads
reading c:\hammerautosave\JeniferSt_nostairrails.bsp
reading c:\hammerautosave\JeniferSt_nostairrails.prt
1920 portalclusters
6053 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 169342 visible clusters (0.00%)
Total clusters visible: 2223715
Average clusters visible: 1158
Building PAS...
Average clusters audible: 1911
visdatasize:849567 compressed from 921600
writing c:\hammerautosave\JeniferSt_nostairrails.bsp
4 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\darthfootball\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\darthfootball\half-life 2 episode one\episodic" -noextra "C:\HammerAutosave\JeniferSt_nostairrails"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\hammerautosave\JeniferSt_nostairrails.bsp
Error! Invalid VTX file checksum: -491986493, expected -508763741 "models/props_interiors/lightsconce02.dx80.vtx"
Setting up ray-trace acceleration structure... Done (2.02 seconds)
7652 faces
1 degenerate faces
574030 square feet [82660336.00 square inches]
13 Displacements
5486 Square Feet [790031.19 Square Inches]
7651 patches before subdivision
40705 patches after subdivision
sun extent from map=0.034899
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (50)
transfers 7079678, max 1579
transfer lists: 54.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(234621, 185786, 87064)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(100184, 73003, 28648)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(59187, 37955, 11932)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(38722, 21533, 5399)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(25718, 12326, 2456)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(17319, 7143, 1138)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(11718, 4151, 531)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(7967, 2423, 251)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(5432, 1417, 120)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3713, 831, 58)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(2543, 488, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1744, 288, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1198, 170, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(824, 100, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(567, 59, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(390, 35, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(269, 21, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(185, 12, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(128, 7, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(88, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #21 added RGB(61, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(42, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(29, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #24 added RGB(20, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(14, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #27 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #31 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0274 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (20)
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 (13)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 8/1024 384/49152 ( 0.8%)
brushes 1618/8192 19416/98304 (19.8%)
brushsides 10131/65536 81048/524288 (15.5%)
planes 3028/65536 60560/1310720 ( 4.6%)
vertexes 13384/65536 160608/786432 (20.4%)
nodes 3843/65536 122976/2097152 ( 5.9%)
texinfos 348/12288 25056/884736 ( 2.8%)
texdata 74/2048 2368/65536 ( 3.6%)
dispinfos 13/0 2288/0 ( 0.0%)
disp_verts 1053/0 21060/0 ( 0.0%)
disp_tris 1664/0 3328/0 ( 0.0%)
disp_lmsamples 16088/0 16088/0 ( 0.0%)
faces 7652/65536 428512/3670016 (11.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4237/65536 237272/3670016 ( 6.5%)
leaves 3852/65536 123264/2097152 ( 5.9%)
leaffaces 9391/65536 18782/131072 (14.3%)
leafbrushes 3986/65536 7972/131072 ( 6.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 54866/512000 219464/2048000 (10.7%)
edges 32718/256000 130872/1024000 (12.8%)
LDR worldlights 14/8192 1232/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 898/32768 8980/327680 ( 2.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16284/65536 32568/131072 (24.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1461636/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 849567/16777216 ( 5.1%)
entdata [variable] 23917/393216 ( 6.1%)
LDR ambient table 3852/65536 15408/262144 ( 5.9%)
HDR ambient table 3852/65536 15408/262144 ( 5.9%)
LDR leaf ambient 8956/65536 250768/1835008 (13.7%)
HDR leaf ambient 3852/65536 107856/1835008 ( 5.9%)
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] 1/5768 ( 0.0%)
dtl prp lght [variable] 1/84 ( 1.2%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/8664 ( 0.0%)
pakfile [variable] 213218/0 ( 0.0%)
physics [variable] 566682/4194304 (13.5%)
physics terrain [variable] 5843/1048576 ( 0.6%)
Level flags = 0
Total triangle count: 22622
Writing c:\hammerautosave\JeniferSt_nostairrails.bsp
1 minute, 43 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\HammerAutosave\JeniferSt_nostairrails.bsp" "c:\program files\steam\steamapps\darthfootball\half-life 2 episode one\episodic\maps\JeniferSt_nostairrails.bsp"
** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 380 -game "c:\program files\steam\steamapps\darthfootball\half-life 2 episode one\episodic" -toconsole -dev -console +sv_lan 1 +map "JeniferSt_nostairrails"